Ever since I wrote an essay touting the benefits of gamification in the classroom if done the proper way, I have been wrestling with my psyche
to find the words that are necessary to explain how one could go about adding
games to the classroom. After several
months of deliberation, I have come up with five principles that I think help
explain what good gamification should look like. I attempted to make them apply to any
classroom setting, but I know that gamification in math will probably look
different than in Social Studies.
I plan to keep writing about how I made games an integral
part of the learning in my classroom and the methods that I used, but I thought
the Principles were a good place to start.
They are not in any particular hierarchy of importance. I also imagine as I go on this journey of
self-reflection, I will probably end up adding more. Over the next few months my posts are going
to apply to this vein, with some other ones mixed in. Thank you in advance for going on this
journey with me.
Schwarten’s Principles
of the Gamified Classroom
Gamification…
1. …is a tool that is used to teach concepts
in a 3 dimensional real time environment.
2. …builds upon skills that come from inside
and outside of the game.
3. …is not at odds with traditional modes of
learning, but is a supplement and a vehicle to further learning.
4. …builds creativity and critical thinking
skills.
5. …grows over the course of the year allowing
the skills learned earlier in the year to continuously be practiced.
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