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I would and am planning on using gamification in my classroom. A lot of my students are big gamers in their free time so if I choose the right game there will be more motivation for them to use the game rather than read the textbook. The game I plan to use provides real-life situations that they have to make decisions on and this will help them when they enter the workforce

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Yes, I would like to incorporate more gamification in my ESL classrooms because, as Yu-Kai Chou mentions in his talk, leveraging the world of games can challenge creativity and motivate students to take ownership of their own learning. I really liked his Octalysis Framework and I can see all 8 facets being extremely helpful for teachers to think about as they design their lessons. I also believe systems such as Dreambox Learning allows teachers to better differentiate learning as well as free up class time to address individual learning needs.

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If I worked in a classroom that had capabilities or existing programs, I would. With teaching language to adult learners, I often incorporate regular games into lessons, so tech-based games would probably be well-received. But it would by no means make up any significant portion of the curriculum or lesson.

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I have always incorporated gamification into my classroom, unplugged and plugged-in, for literacy and math. When introducing new concepts and to reinforce concepts so that my students can use them during Literacy/Math workshops as well as teach their families at home. Students also use these games if all of their work has been completed or to play with students who need further practice of concepts. My philosophy is that 'gamification' does not always have to be technology based and that my students enjoy the unplugged versions just as much as the plugged-in games that they are taught.

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Definitely would incorporate gamification in my classroom. The level of motivation for elementary students in learning is significant. I used Scratch to teach students how to code an they were able to create an interactive storyboard. It's an activity they were motivated to do at school and home. The challenging task is to get traditional teachers to incorporate gamification in their teaching.

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I have included this in my classroom through Prodigy and Class Dojo, but find that a clear balance needs to be set out with students and that the program being used must be of benefit/continued benefit. I stopped using Class Dojo for this reason and found that focusing on Self-Regulation skills were more beneficial.

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I would like to, but a few things hold me back:
- commitment: I would only want to incorporate if I knew I would be able to stick with it;
- time: developing a system that works in the classroom would be very time consuming (I worry the time put in won't equal the result)
- buy in: I would like other to do it with me, but I doubt there will be a lot of buy in (there's a sigma around the word "game" in education

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I use some elements of gamification in my classroom - a program called class dojo that helps with behaviour. Students earn points, badges, opportunites to design their own characters, etc. I've also used prodigy which takes gamification elements. If I feel it would fit and be of some service to my students, then I would use it. I don't feel like an entire classroom needs to be gamified all the time.

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I incorporate gamification with my behaviour management system. Students earn points for positive classroom behaviours and none if they don't. I use this system to measure individuals, teams and the whole class. At the end of the week, the team with the most points gets to play "Classroom Monopoly" and when the whole class earns 10 points they get to choose a reward etc.

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I would love to incorporate gamification in my class however, I would need to get over the hurdle of my team teachers comfort in using technology which determines the board of directors response to any purchases needed.

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Too expensive, encourages lazy pedagogy, so many more tools out there available that are based on better learning theories than gamificatio - Now I would be interested in game-based learning

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I would like to incorporate gamification in my classroom, however I do not have the tech expertise to be able to create anything other than simple gamification modules. The cost of using modules created by commercial enterprises may be a significant barrier 

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I would like to incorporate gamification in my classroom, however I do not have the tech expertise to be able to create anything other than simple gamification modules. The cost of using modules created by commercial enterprises may be a significant barrier 