Welcome to our educative gamification resource collective!
Gamification poses many benefits to student learning, progress and success! The resources researched and compiled here are meant to help educators meaningfully implement technology into their classroom in a way that students will enjoy! As educators, we wish to instil learner autonomy in each of our students. Gamification resources permit this type of liberty and responsibility in one's educational journey. Furthermore, these resources are fun, enticing students to play and engage more and more!
Numerous studies point to the advantages of gamification inside and out of the classroom. As the students of 2019 are incredibly technology literate, adoption and use of these resources comes with little resistance! Additionally, the sustained use of gamification augments cognitive development and overall subject engagement. These brain games are not just amusing, they assist in quickening brain processes, memory and information management. Gamification resources also offer accessibility features to students of diverse learning needs and talents! Also, these online resources extend learning outside of the physical school classroom and increases student motivation to complete "homework." Moreover, the game-like structures coupled with in-class learning heighten productivity and interest.
We hope that you and your students benefit from this resource compilation! Happy learning!
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining "gamification". Proceedings of the MindTrek '11. doi:10.1145/2181037.2181040
Doraiswamy, P. M., Agronin, M. (2009). Brain games: do they really work? http://www.scientificamerican.com/article.cfm?id=brain-games...
Bustard, D. W., Black, M. M., Charles, T., Moore, A. A., McKinney, M. E. T., Moffett, P. (2011). GEL: A generic tool for game-enhanced learning. Unpublished research, University of Ulster, Coleraine, United Kingdom.
Blum-Dimaya, A., Reeve, S. A., Reeve, K. F. (2010). Teaching children with autism to play a video game using activity schedules and game embedded simultaneous video modeling. Education and Treatment of Children, 33