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Gamification, augmentation, and virtual reality, when used authentically and thoughtfully, can be extremely beneficial to the classroom. Gamification can encourage student collaboration, increase interest in learning material, and taps into our innate love of challenge and reward. Augmentation works by using technology to enhance students’ learning experience, which can make concepts more engaging. Virtual reality fully immerses students in a completely different environment from the classroom, where students interact with material that may not be physically accessible. In my future classroom, I could see all of these modes of learning being useful and engaging for my students.

Like many of the articles touched on, it is important to be aware of potential pitfalls and challenges that come with implementing these technologies. I think one pitfall to keep in mind is that students could become more involved and focused on the game aspect rather than the learning targets that are equally important. I could also see these technologies being incredibly time-consuming for teachers, and it may be overwhelming. I am not sure I would know where to start if I wanted to implement something like this into my classroom.

These concepts align with my teaching philosophy in the sense that I want to reach all of my students and ensure that they are engaged in my lessons. I want to provide multimodal ways of learning, and I think that these technologies allow for that. No student is the same and they all require different amounts of guidance, but depending on the personality of my class, I could see this being successful.

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In a YouTube video I found, this teacher introduces the idea of gamification and talks about the importance of setting goals, making progress and badges visual, and fostering collaboration between students.

She also provides a few examples of gamification in the classroom. (Kahoot, Blooket)

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The impact of gamification on students' learning, engagement and behavior based on their personality traits (Article)

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The impact of gamification on students' learning, engagement and behavior based on their personality traits (Article)

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This article takes the theory of gamification and implements it into a real world setting, where students of differing personality traits react and respond to gamification in strikingly different ways.

Introverted participants had a higher number of points, medals, and logins than extroverted participants

There were no statistically significant results that were found to show that the gamified group was more engaged than the non-gamified group

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Gamification in the Classroom: Pros and Cons (Article)

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Gamification in the Classroom: Pros and Cons (Article)

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In this article, the positives and negatives of gamification are explored, with the conclusion that there are many benefits to it, but that educators must be aware of certain pitfalls.

Many gamification activities are designed for group participation, which promotes teamwork as students collaborate to achieve common goals

If not implemented correctly, students may focus more on the game aspect rather than the essential learning component

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Gamification: Pros and Some Cons, According to Research (Article)

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Gamification: Pros and Some Cons, According to Research (Article)

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In this article, the author touches on positive and negative factors to keep in mind when considering implementing gamification into the classroom.

Gamification breaks things into small steps and says, "We're going to give you a little bit of positive reinforcement for finishing a task"

In some instances, it can create unhealthy competition and overshadow intrinsic motivation with extrinsic motivation

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The Power of Gamification in Education (TED Talk)

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The Power of Gamification in Education (TED Talk)

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In this TED Talk, the speaker claims that the core of education fears change, and even after one hundred years, we haven't majorly changed the way we are instructing and guiding our students.

The single biggest untapped resource in trying to figure out the best way to teach, engage, and test our students is- our students. We are not asking them what they need

We shouldn't be on the sidelines of an arena clapping for our students, we should be alongside them, fighting with them and picking them up when they fail

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Classroom Game Design: Paul Andersen (TED Talk)

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Classroom Game Design: Paul Andersen (TED Talk)

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Paul Andersen highlights his transition from a more typical way of running a classroom to an active, student-centered environment where students engage in gamification.

Schools stigmatize failure, but failure is OKAY and a part of the process!

At the beginning of the semester, all students begin at "zero" and have the ability to grow and master different levels, increasing throughout the year

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Gamification in Education - Teacher Teacher (Podcast)

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Gamification in Education - Teacher Teacher (Podcast)

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The podcast featured guest speaker Tim Needles, who talked about how gamification can be and is successful in the classroom.

There's a point in education where play is pushed to the side, often making school less engaging and less fun (this is where gamification comes in)

Gamification can be used across all levels of education and allows all students to participate in meaningful ways