According to the book Gamification in Education: Breakthroughs in Research and Practice "In a gamified classroom, students can go on quests instead of do homework. They can gain experience points instead of grades, and they can pick anonymous avatars and usernames to represent their progress on a leaderboard with their peers. They can work with, or compete against, their classmates in a system that is set up to pull them out of the traditional classroom narrative of going to class, listening to lectures, and taking tests and putting them into something that feels new, interesting, and makes them motivated to learn.
Gamification is the process of taking mechanics and features traditionally used in games and applying them to traditionally non-gaming contexts (Deterding, Sicart, Nacke, O’Hara, & Dixon, 2011). Educators have become increasingly interested in bringing game elements to the classroom in the hopes of shaking up the traditional style and making things more interesting."
Gamification is the process of taking mechanics and features traditionally used in games and applying them to traditionally non-gaming contexts (Deterding, Sicart, Nacke, O’Hara, & Dixon, 2011). Educators have become increasingly interested in bringing game elements to the classroom in the hopes of shaking up the traditional style and making things more interesting."