The Case for the Gamified Classroom

  • Gamified instruction empowers students to own their learning.
  • Students who learn in a gamified classroom have a better capacity for persistence.
  • Gamified instruction helps students develop a capacity for selfdirection.
  • Gamified classrooms impart critical social skills.
  • Gamification of learning enables students to build and sustain learning communities.
  • Gamified instruction is inherently democratic and meritocratic and hence encourages risk taking.
  • Gamified instruction helps students maintain a nimble, playful love of learning.
  • Gamified classrooms are places of engagement and powerful flow.

Notes:

Folksonomies: education gamification

Taxonomies:
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/style and fashion/jewelry/rings (0.454049)
/family and parenting/children (0.360087)

Keywords:
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Entities:
Gamified Classroom Gamified:Organization (0.908428 (neutral:0.000000))

Concepts:
Learning (0.940952): dbpedia | freebase | opencyc
Skill (0.918237): dbpedia | freebase
Positive psychology (0.621152): dbpedia | freebase | yago
Education (0.615101): dbpedia | freebase | opencyc
Developmental psychology (0.564045): dbpedia | freebase | opencyc
Classroom (0.560700): dbpedia | freebase | opencyc
Educational psychology (0.549207): dbpedia | freebase
Risk (0.544746): dbpedia | freebase

 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