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Tim Needles spoke about his experience with gamification as a seasoned educator to help introduce others to the concept of gamification. Discusses how gamification should not be scary and to lean on the educational community for ideas. A quote I thought was really meaningful from Tim was, “Whenever anything is really effective at motivating students to learn you have to kind of buy into that, you know, the results are the answer” (18:21). Talks about how gamification is important for student motivation and that it gives all students an opportunity to participate in class and feel like they're contributing something important.

Key Takeaways:

Gamification is accessible no matter what resources your school offers, can be done as a pdf, using cardboard, virtual reality, websites, and more!

Gamification is meaningful at all grade levels and curbs the stark cut off of implementing play between elementary and middle school

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Key Takeaways:

Gamification does not always have to look the same, classroom designed to be structured like a game is still gamification even if students are not actively "playing" a game in class

It's important to make gamification multimodal in your classroom, because if your game is structured the same every single time, you're just reinventing another boring model of schooling that doesn't work for a lot of students

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This teacher talks about how any worksheet can be gamified and how she's having her students do an activity where for each question they answer correctly, they get to attack a castle, and whoever's castle is left standing at the end wins!

Takeaways:

When students are interested in the work they're doing, they're more likely to pay attention to the "rules" of the game because they're motivated to know how to win

Gamifying lessons don't have to be super complex, it can be as simple as what this teacher did with having drawings on the whiteboard

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Gamification: Pros and Some Cons, According to Research

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Gamification: Pros and Some Cons, According to Research

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Gamification In The Classroom: Pros and Cons

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Gamification In The Classroom: Pros and Cons

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This article defines gamification, discusses its role in the classroom, and touches on pros and cons of implementing gamification in education, and best practices for gamified lessons. Some of the pros include increased student motivation, customized learning paths, creativity, enhanced retention of information, and increased self-esteem. Some of the cons mentioned are digital equity, prep time required by teachers, and overemphasis on rewards.

Key Takeaways:

When implementing gamified lessons into the classroom, teachers have to be mindful of how they're doing it to amplify the pros and try to mitigate the cons

I like that this article mentions that prep for gamification can be time consuming for educators, but if you start small then begin to work your way up it can be less intimidating

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The impact of gamification on students’ learning, engagement and behavior based on their personality traits

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The impact of gamification on students’ learning, engagement and behavior based on their personality traits

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This article discusses a study that was conducted to see the impacts of gamification within a university programming class. They discuss how the study was conducted, what programs were used, what was happening in the control vs. experimental groups, and what the outcome of the study was.

Key Takeaways:

Gamification, at least in the fashion used in this study, is more beneficial for introverts. Something to keep in mind when designing lessons in class is how will certain personalities interact with the lesson?

A lot goes into trying to figure out what elements of gamification are impactful for certain groups of students

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Gamification in Miss Brown's Future Classroom

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Gamification in Miss Brown's Future Classroom

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My thoughts on pros and cons to gamified education!