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      <title>Modern Exploration Project- Gamified Learning by </title>
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      <pubDate>2025-07-21 17:07:42 UTC</pubDate>
      <lastBuildDate>2025-08-25 16:11:49 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
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         <title>Learning Through Gamification</title>
         <author>jeremybehr79</author>
         <link>https://padlet.com/jeremybehr79/nola37e6pbzd9ift/wish/3525215396</link>
         <description><![CDATA[<p><br></p><p>This TedTalk highlights how parents can improve their children's ability to learn by encouraging them to stay engaged with "gamified" technology mediums instead of pushing them into more traditional learning methods. He argues that since children have grown up using fast paced technology traditional learning methods might not provide enough stimulus, but through the constant movement of game play kids can learn at a pace they are more used to. </p><p><br></p><p>This was a helpful watch as it reinforced the applicability of gamified learning across multiple spectrum's like the classroom but also how it can actually increase fluid intelligence.  The speaker noted that by engaging the brain through gamification methods like novelty, challenging yourself, thinking critically, earning rewards, competition, networking and experimentation brain activity increased markedly. It also gave examples of how we see gamification techniques at play in our daily lives including our car's dashboard when it tells you how many miles per gallon your car is getting based on how much you use the accelerator, or in Sweden how digital speed limit signs automatically enter drivers who were observed going under the speed limit into a drawing to win money for doing the right thing. This was a great way to see the concept in use in today's world.</p>]]></description>
         <enclosure url="https://www.ted.com/talks/gabe_zichermann_how_games_make_kids_smarter?subtitle=en" />
         <pubDate>2025-07-21 17:39:06 UTC</pubDate>
         <guid>https://padlet.com/jeremybehr79/nola37e6pbzd9ift/wish/3525215396</guid>
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         <title>Gamification Insight</title>
         <author>jeremybehr79</author>
         <link>https://padlet.com/jeremybehr79/nola37e6pbzd9ift/wish/3525222682</link>
         <description><![CDATA[<p>The article from the University of Chicago gives insight to gamified learning as an immersive, engaging experience for interacting with students in the modern classroom. </p><p><br/></p><p>The article shows how educators can leverage gamified learning in their environments by allowing students multiple paths to complete a task, the ability to fail in a safe space with multiple attempts to "get it right" and how even though gamification is associated with video games it's not technology dependent. Students can still learn in a gamified fashion regardless of the medium available. </p><p><br/></p><p>This was a great because it highlighted why using gamification techniques can lead to success. one particular area that stood out was the fact that it gives students the option to learn in a way that works for them when learning, instead of a one path method. </p>]]></description>
         <enclosure url="https://teaching.uchicago.edu/news/pedagogy-corner/what-gamification" />
         <pubDate>2025-07-21 17:59:51 UTC</pubDate>
         <guid>https://padlet.com/jeremybehr79/nola37e6pbzd9ift/wish/3525222682</guid>
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      <item>
         <title>Gamification for E-learning                                       (First Peer Reviewed Article)</title>
         <author>jeremybehr79</author>
         <link>https://padlet.com/jeremybehr79/nola37e6pbzd9ift/wish/3525226524</link>
         <description><![CDATA[<p>This peer reviewed article shows the challenges of current e-learning environments as it relates to curriculum's that are designed for the masses but don't match the preferred learning style of the students. This is leading to decreased motivation and higher dropout rates. </p><p><br></p><p>The authors of the paper show that while using broad based gamification techniques did lead to an increase in student engagement the results did not move the needle in a significant way.  They showed that through adaptive-gamification, that specifically targets the student's preferred learning style engagement and motivation can be markedly increased, in this case by approximately 25% each. The study showed that adaptive gamification can overcome the most significant challenges faced by e-learners including lack of collaboration, reduced face time, varying degrees of knowledge, and motivation. </p><p><br></p><p>This case study was very beneficial to my understanding of gamified learning because it shows that one size does not fit all when it comes to learning at all levels. You still must create enough features in a learning curriculum that appeals to active, reflective, visual, audio and sequential learners. This can be achieved with highly visual leader boards, challenges, road maps, and timelines.  </p>]]></description>
         <enclosure url="https://doi-org.ezproxy4.library.arizona.edu/10.1080/10494820.2019.1588745" />
         <pubDate>2025-07-21 18:09:56 UTC</pubDate>
         <guid>https://padlet.com/jeremybehr79/nola37e6pbzd9ift/wish/3525226524</guid>
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         <title>Gamification vs Traditional Learning                           (Second Peer Reviewed Article)</title>
         <author>jeremybehr79</author>
         <link>https://padlet.com/jeremybehr79/nola37e6pbzd9ift/wish/3525228806</link>
         <description><![CDATA[<p>This peer reviewed article shows the results of three 9th grade math classes who were subjected to 3 different instructional learning approaches. The learning approaches were traditional classroom learning, a flipped class with pre-loaded lectures and lesson plans and gamification, and online study with gamification. </p><p><br></p><p>The study conclusively shows that the flipped class with gamification outperformed the other methods in both hard-data like test scores but also in direct student feedback.</p><p><br></p><p>This article fits my topic because it illustrates of how gamification, when done correctly, can help all learning styles perform at higher levels versus traditional classroom methods, regardless of subject. </p>]]></description>
         <enclosure url="https://www.researchgate.net/publication/326503832_Traditional_learning_approach_versus_gamification_an_example_from_psychology" />
         <pubDate>2025-07-21 18:16:18 UTC</pubDate>
         <guid>https://padlet.com/jeremybehr79/nola37e6pbzd9ift/wish/3525228806</guid>
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         <title>Visual Representation of Gamification</title>
         <author>jeremybehr79</author>
         <link>https://padlet.com/jeremybehr79/nola37e6pbzd9ift/wish/3525233539</link>
         <description><![CDATA[<p>This is a visual rendering of the key components that make up gamification. The key factor with starting gamification learning is ensuring you are presenting topics and techniques that will motivate learners and lead to higher user engagement. Once the learner completes a goal/task appropriate positive reinforcement will help keep the user engaged, usually in the form of visual recognition, competition amongst peers, etc. This further engages users and they will  continue using the platform for more learning and challenges until it becomes a flywheel model. </p><p><br/></p><p>Having a visual clue was helpful for my understanding of how gamification works as i tend to be a visual learner and like to see something in action before I can fully grasp the concept. </p>]]></description>
         <enclosure url="https://www.harbingergroup.com/blogs/how-to-build-a-gamification-strategy-an-expert-view/" />
         <pubDate>2025-07-21 18:27:42 UTC</pubDate>
         <guid>https://padlet.com/jeremybehr79/nola37e6pbzd9ift/wish/3525233539</guid>
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      <item>
         <title>Tactical Steps for Gamification </title>
         <author>jeremybehr79</author>
         <link>https://padlet.com/jeremybehr79/nola37e6pbzd9ift/wish/3525236559</link>
         <description><![CDATA[<p>This video highlighted steps that instructors can take to gamify their lessons to help with learner engagement. The host talked through the importance of setting a clear goal for students at the outset and then using visual aids like a progress to show completion progress. She also discussed the importance of incorporating steps that ensure healthy competition and collaboration amongst the learners. This was done via individual badges for the intrinsically motivated students who earned for good test scores, while the team badges are meant to incentivize the externally motivated learners.</p><p><br></p><p>This video helped me understand the fact that while most gamification learning is technology dependent, you can still use the engagement techniques that are coded into an e-curriculum in a non-digital environment. This is important because as learners or instructors we might not always have access to the newest technology but we can still gamify learning material, meeting agendas, curriculum's to drive learner engagement. </p>]]></description>
         <enclosure url="https://www.youtube.com/watch?v=YLqLCzTWKMs" />
         <pubDate>2025-07-21 18:37:57 UTC</pubDate>
         <guid>https://padlet.com/jeremybehr79/nola37e6pbzd9ift/wish/3525236559</guid>
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      <item>
         <title>Gamification Pod</title>
         <author>jeremybehr79</author>
         <link>https://padlet.com/jeremybehr79/nola37e6pbzd9ift/wish/3525237312</link>
         <description><![CDATA[<p>This podcast gives an overview of how gamification and game based learning have impacted classrooms and higher education. In addition to insights the hosts provided on how they use gamification techniques they also talked about the difference between game based learning and gamification. The important distinction is that game based learning is where learners play games while learning a lesson, while gamification introduces game like elements to the learning process. </p><p><br></p><p>This was an informative podcast as it did a nice job of explaining the differences between game based learning and gamification. I also liked the way one of the hosts expounded on that difference when he shared a simple example of gamifying an everyday event, like having a guest speaker come to class. The host explained how he told his class they can pick a prize from a mystery bag for every question they asked the lecturer. A simple way to introduce the concept. </p>]]></description>
         <enclosure url="https://www.youtube.com/watch?v=fhXuP_cLpdo" />
         <pubDate>2025-07-21 18:39:51 UTC</pubDate>
         <guid>https://padlet.com/jeremybehr79/nola37e6pbzd9ift/wish/3525237312</guid>
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      <item>
         <title>Gaming Song</title>
         <author>jeremybehr79</author>
         <link>https://padlet.com/jeremybehr79/nola37e6pbzd9ift/wish/3525238962</link>
         <description><![CDATA[<p>This song speaks to the gaming world through the perspective of a video game talking to a player. The game seems to be taunting the player telling them they've spent all their change and now their "turn is done".  </p><p><br/></p><p>I picked this song because the aforementioned verse is actually the opposite of the attributes of gamification which is its ability to create an environment where it's safe to fail. This ability to fail in a safe space can encourage learner experimentation, lead to more creative thinking and other positive outcomes. So, a gamified learner's turn is never really done and that's what so great about gamification. </p>]]></description>
         <enclosure url="https://www.youtube.com/watch?v=pYHJvh0-DdY" />
         <pubDate>2025-07-21 18:45:44 UTC</pubDate>
         <guid>https://padlet.com/jeremybehr79/nola37e6pbzd9ift/wish/3525238962</guid>
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      <item>
         <title>Founder of the Term &quot;Gamification&quot;</title>
         <author>jeremybehr79</author>
         <link>https://padlet.com/jeremybehr79/nola37e6pbzd9ift/wish/3525241289</link>
         <description><![CDATA[<p>This article discusses the history and future of gamification, including mentioning the originator of the term "gamification". It also gives the history of the early predecessors of gamification including how companies in the late 1800's used reward stamps (a form of positive behavior reinforcement) that could be redeemed for free merchandise to encourage customers to buy more goods. Also mentioned were how the Boy Scouts, through use of the badge system were encouraging kids to achieve their goals through use tangible rewards and visual management. </p><p><br/></p><p>I picked this article as a good jumping off point to begin to learn more about the origins of gamification and it's future use. I wanted to understand when and where it began to get a better feel for what technology existed at the time , what were some of the initial limitations and to see how it has evolved over time. </p><p><br/></p>]]></description>
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         <pubDate>2025-07-21 18:53:41 UTC</pubDate>
         <guid>https://padlet.com/jeremybehr79/nola37e6pbzd9ift/wish/3525241289</guid>
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      <item>
         <title>Gamification in the Workplace</title>
         <author>jeremybehr79</author>
         <link>https://padlet.com/jeremybehr79/nola37e6pbzd9ift/wish/3525242272</link>
         <description><![CDATA[<p>The purpose of this article is to share the results of a study done in the workplace to test if employee engagement could be improved through gamification, specifically among the millennial demographic.  </p><p><br></p><p>The study found that by using gamification techniques like using visual leader boards, progress bars and others the testers were able to raise employee engagement. The participants came away with higher levels of satisfaction and enjoyed being at work more than prior to the study. Interestingly, the study found that not only did engagement improve with millennial's in the study but also amongst non-millennial's as well. Perhaps showing that gamification techniques are effective across the age spectrum. The testers admitted that further testing would need to be done to get a better understanding of the gamification impact but the initial results were promising.</p><p><br></p><p>This article helped give me a greater appreciation for the broad based applicability of gamification learning. As we've seen in previous studies this technique has shown to be effective in both the classroom and now this study shows there are ways to improve workplace settings as well. This was also note worthy for me as well because my company recently launched a gamification tool for front line employees to interact with their daily performance results.</p>]]></description>
         <enclosure url="https://doi.org/10.1080/23311975.2023.2287586" />
         <pubDate>2025-07-21 18:57:07 UTC</pubDate>
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