Gaming in society has become popular and mainstream. With the advent of online gaming, new generations are being introduced to increasingly sophisticated games. “The average young person today…will have spent 10,000 hours playing online games by the age of 21…the exact amount of time you will spend in school, from fifth grade to high school graduation, if you have perfect attendance” (McGonigal, 2010). Social media, another form of gaming, has tapped into the competitive drive of individuals that are aiming for more likes, views, and shares.
The love of gaming can be leveraged in the classroom in innovative ways through gamification. Gamification involves game mechanics applied to non-game situations. It is a means of engaging students’ competitive drives and applying it to learning. Gamification allows faculty to apply course materials in a manner that promotes learning and increases student engagement.
According to the Teaching, Learning, and Professional Development Center at Texas Tech, gaming in the classroom:
Depending on the discipline, there are video games that can help promote course concepts (Minecraft, Second Life, World of Warcraft). Some of the benefits of video games is that they...
Badges and achievements are awards for students’ accomplishments or mastery of subjects.
Gaming can be a valuable method of engaging students. However, not every subject will work as a game. The Teaching, Learning, and Professional Development Center at Texas Tech offers the following tips for incorporating games into the classroom:
More games (from Angela's workshop) including icebreakers