Adventures in Gamification and Personalized Learning: A Case Study in Game-Based Course Design
[...]game design sets higher proficiency standards and rewards students for high levels of engagement. [...]students in Fishman's classes started with a zero and accumulated points as they completed different components of the class; grade levels (e.g., A, B, C) were marked by a certain point t...
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Published in | English Leadership Quarterly Vol. 43; no. 3; pp. 7 - 12 |
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Main Author | |
Format | Journal Article Trade Publication Article |
Language | English |
Published |
Urbana
National Council of Teachers of English (NCTE)
01.02.2021
National Council of Teachers of English |
Subjects | |
Online Access | Get full text |
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Summary: | [...]game design sets higher proficiency standards and rewards students for high levels of engagement. [...]students in Fishman's classes started with a zero and accumulated points as they completed different components of the class; grade levels (e.g., A, B, C) were marked by a certain point total. Several comprehensive books are available on the subject, as well, such as Matthew Farber's Gamify Your Classroom: A Field Guide to Game-Based Learning, Karl M. Kapp's The Gamification of Learning and Instruction: GameBased Methods and Strategies for Training and Education, and the Information Resources Management Association's anthology Gamification in Education: Breakthroughs in Research and Practice. (2018) notes several "pitfalls," for example, to successful implementation, which range from inadequate professional training for faculty, course game-play that is disconnected from learning objectives, or sometimes just the perception among students that gamified courses are no different than traditional courses (described as "different wrapping around the same gift") (p. 4). |
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ISSN: | 1943-3050 1054-1578 1943-3050 |
DOI: | 10.58680/elq202131099 |