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      <title>Gamification Journal Club by Sarah Hastings</title>
      <link>https://padlet.com/sarahhastings_mset/irkc797ct7fx</link>
      <description>1. How could you incorporate gamification into your classroom?
2. What are some of the positives of gamification?
3. Can you see any drawbacks to gamification?</description>
      <language>en-us</language>
      <pubDate>2019-04-22 21:08:51 UTC</pubDate>
      <lastBuildDate>2019-04-30 17:05:18 UTC</lastBuildDate>
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      <item>
         <title>April Kaiser</title>
         <author></author>
         <link>https://padlet.com/sarahhastings_mset/irkc797ct7fx/wish/354691390</link>
         <description><![CDATA[<div>1. I try to incorporate gamification into my classroom in two ways. One way is to utilize online programs such as IXL, which rewards students for their progress in  successfuly practcing learned skills and for simply spending time drilling a skill. Students are rewarded through certificates, skill trophies and game coins. Another program I use is called TypingClub. My third graders are excited and motivated to complete "levels" through one of the more engaging typing skill platforms. In addition to individual ways, I try to create/make or incorporate already made board game/card game practices. <br>2. The benefit of incorporating gamification into learning is that children are motivated, engaged, communicating, compromising, and persevering through challenges.<br>3. Some draw backs I see are when students are not successful. As the video mentioned, "Everyone likes to win..." however winning is not always going to happen and for some students, this may be a frustrating or hard to understand at first.</div>]]></description>
         <enclosure url="" />
         <pubDate>2019-04-27 17:12:15 UTC</pubDate>
         <guid>https://padlet.com/sarahhastings_mset/irkc797ct7fx/wish/354691390</guid>
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      <item>
         <title>Tiffany Correa</title>
         <author>tiffany_correa</author>
         <link>https://padlet.com/sarahhastings_mset/irkc797ct7fx/wish/354809551</link>
         <description><![CDATA[<div>1. I can incorporate gamification into my classroom buy have student navigate through a mystery game to learn about the 5 stages of a plot and inference. <br>2. Some positives of gamification is student engagement and game-based learning. <br>3. Some draw backs to gamification is knowing what platform to use and the about of time it takes to develop. </div>]]></description>
         <enclosure url="" />
         <pubDate>2019-04-28 19:42:20 UTC</pubDate>
         <guid>https://padlet.com/sarahhastings_mset/irkc797ct7fx/wish/354809551</guid>
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      <item>
         <title>Deb Schultes</title>
         <author></author>
         <link>https://padlet.com/sarahhastings_mset/irkc797ct7fx/wish/355532512</link>
         <description><![CDATA[<div>1.  I do not have a classroom right now. :(<br>2. Gamification is a great way to get students of the current generation involved. Almost every child today has had exposure to games. They often get rewarded at home with some electronic game time. Gamification draws out the competitiveness in a student.<br>3.  Gamification might have a slight drawback for a student that does not perform well.  If you use the 0 to 100 method, that student might get stuck at a very low level and give up.  We need to be aware of the student's abilities and build additional ways for that student to increase their points and booster their confidence.  </div>]]></description>
         <enclosure url="" />
         <pubDate>2019-04-30 17:01:11 UTC</pubDate>
         <guid>https://padlet.com/sarahhastings_mset/irkc797ct7fx/wish/355532512</guid>
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