Game-Based VS Gamified

Broadly speaking, those who advocate for game-based education seek to find ways to integrate specific, preexisting games directly into the curriculum. They want to use games to illustrate specific points or develop specific skills that they believe are uniquely developed by the game in question (Prensky, 2001). There are many fine games that could be incorporated into a host of curricula that would help students learn more and develop more sophisticated skills, and they can be played as is out of the box (Scholastic, 2013). Toppo (2015) tells the story of the game Dragonbox this way: “By game’s end, at level 100, you’ve moved seamlessly, baby step by baby step, from a cute baby dragon eating a spiky two-headed lizard to this: ‘2 over x plus d over e equals b over x,’ which you solve, fearlessly and perhaps even a bit impatiently, in exactly fourteen steps. You are four years old” (p. 93).

Notes:

Folksonomies: education gaming gamification game-based

Taxonomies:
/education/school (0.634837)
/family and parenting/children (0.321994)
/education (0.278071)

Keywords:
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Entities:
Prensky:Person (0.693438 (neutral:0.000000)), four years:Quantity (0.693438 (neutral:0.000000))

Concepts:
Education (0.964880): dbpedia | freebase | opencyc
Curriculum (0.608135): dbpedia | freebase | opencyc
Learning (0.557600): dbpedia | freebase | opencyc
The Games (0.543962): dbpedia | yago

 Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students
Books, Brochures, and Chapters>Book:  Cassie, Jonathan (2016), Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students, ASCD, Retrieved on 2017-03-10
Folksonomies: education gamification