Three Myths of Getting Started With Gamification

mrmatera
9 Dec 201906:37

Summary

TLDRIn this video, the speaker debunks common myths about gamification in education. Key points include the misconception that you need to be a gamer to implement gamification, the false belief that there must always be a winner, and the misunderstanding that gamification requires video games or digital tools. The speaker emphasizes that gamification is about enhancing course design, fostering student agency, and applying game mechanics to create engaging lessons. Whether digital or physical, gamification can be tailored to any classroom setting to foster creativity and meaningful learning experiences.

Takeaways

  • ๐Ÿ˜€ Gamification is about using game mechanics in your existing lessons, not about creating actual games.
  • ๐Ÿ˜€ You donโ€™t need to be a gamer to implement gamification in your classroom.
  • ๐Ÿ˜€ Gamification enhances course design with engaging elements, improving both student interaction and enjoyment.
  • ๐Ÿ˜€ A gamified classroom doesnโ€™t need a winner; the focus is on student engagement and meaningful choices.
  • ๐Ÿ˜€ Gamification encourages resilience, relationships, and student agency in learning.
  • ๐Ÿ˜€ You donโ€™t need to use video games for gamification; itโ€™s about adopting certain structures and concepts from games.
  • ๐Ÿ˜€ Gamification can work without digital toolsโ€”physical items, badges, and non-digital activities are effective.
  • ๐Ÿ˜€ Gamification is more about good lesson design, with new ways to present and organize content creatively.
  • ๐Ÿ˜€ You can start gamifying your classroom by exploring resources like podcasts, blogs, and books on the topic.
  • ๐Ÿ˜€ Gamification is flexibleโ€”adapt it to fit your teaching environment, even without access to one-to-one tech setups.
  • ๐Ÿ˜€ The key to successful gamification is empowering students with choices, feedback, and a clear sense of progress.

Q & A

  • What is the main focus of the video?

    -The video focuses on dispelling myths about gamification in education and provides tips for getting started with gamification in the classroom.

  • Is it necessary to be a gamer to implement gamification in education?

    -No, it is not necessary to be a gamer. The key to gamification is good course design and applying engaging, game-like mechanics, not actually playing video games.

  • What is the first myth that the speaker addresses about gamification?

    -The first myth is that you have to be a gamer to implement gamification. The speaker emphasizes that gamification is about enhancing course design, not being a gamer.

  • What are some resources the speaker recommends for educators new to gamification?

    -The speaker recommends resources such as the 'Explore Like a Pirate' book, the XP Lab Twitter chat, and various podcasts, blogs, and YouTube channels that discuss gamification.

  • Does a gamified unit need to have a winner?

    -No, a gamified unit does not need to have a winner. The focus is on creating engaging, well-structured lessons that give students agency and meaningful choices.

  • What does gamification in education primarily aim to achieve?

    -Gamification aims to enhance course design, build relationships, and foster resilience, giving students more voice and choice in their learning process.

  • Does gamification in education require digital tools or technology?

    -No, gamification does not require digital tools. It can be implemented in a tactile, non-digital way, using physical materials such as badges and items to engage students.

  • What is the misconception about gamification related to video games?

    -A common misconception is that gamification involves actual video games. In reality, gamification uses principles and structures from games but is not about playing video games in the classroom.

  • Can gamification work in classrooms without one-to-one technology?

    -Yes, gamification can work in classrooms without one-to-one technology. Many gamification elements can be applied with physical materials, so it's adaptable to different resources.

  • What final advice does the speaker give to educators wanting to try gamification?

    -The speaker encourages educators to explore gamification as a way to enhance engagement and course design, emphasizing that it is not as complicated as it may seem and can be adapted to fit any classroom.

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Related Tags
GamificationEducationMythsEngagementCourse DesignGame MechanicsLesson PlanningProfessional DevelopmentStudent AgencyNon-DigitalPedagogy