This week we talked about gamification of learning. I think the common misconception with gamification of learning is that it is incorporating video games into the classroom. Although that is one aspect of it, it is also a more broad term and doesn’t necessarily involve using video games specifically. The term gamification of learning is not only the usage of video games for learning but more so the incorporation of aspects of video games for learning. These types of aspects can include token reward systems, sense of progression (increasing difficulty), reward systems, different levels among other things. I think the easiest way to incorporate gamification into learning in my teachable, which is biology would be to do a reward type system. I could have a leaderboard in the classroom for different levels of questions or progression in tasks such as research projects or completed homework. Some common resources that I would consider using in my future classes to gamify science education would be Kahoot, Minecraft Education Edition, Science board games (Catan, Cytosis), and Science Jeopardy. I think there are many more options but these are some good examples and some good starts to implementing gamification in science. In fact, for one of our classes right now we are using a science jeopardy as a lesson in one of our unit plans. I think science jeopardy in particular is one example that I am super excited to implement in my future lesson plans. As a whole, I definitely think gamification of learning is beneficial. There may be some disadvantages to it but if it is applied in the right way and the right amount it can promote competitiveness and promote learning in the classroom for all learners.

November 6, 2023