By Jason Anderson, Edudemic
Gamification can enhance learning in college-level coursework. Using characteristic elements that play a significant role in gameplay can create a more dynamic learning environment where students more fully understand targeted concepts. To examine this, I have been researching Twitter as a vehicle that would resonate with the course objectives in a course that I teach on Open Source Intelligence, particularly for a module regarding social media intelligence. In From Game Design Elements to Gamefulness: Defining ‘Gamification’ Sebastian Deterding defines gamification as the use of game design elements in non-game contexts. To understand gamification in academic terms, the task is to determine how to situate gamified applications in relation to existing course context and what elements belong.
http://www.edudemic.com/dynamic-learning-environments-using-gamification/
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