For example, Sam Webster, a 4th grade teacher, gamified her class using a teacher-created project called SuperFunner. “I’ve seen kids who aren’t normally excited become really excited about school all of a sudden,” Webster said about the system.
Here are 5 reasons to consider gamifying your class.
- Engagement - If you’ve ever played or watched someone play a good video game, you’ll know that nothing engages people like games do. Even kids who are normally unfocused, unmotivated, or undisciplined become highly focused, motivated, and disciplined when playing games. Gamification can help bring those attitudes to class.
- Intrinsic motivation - Not only do kids spend significant amounts of time playing games, but they do so voluntarily, with no hope of earning extrinsic rewards like candy or pizza parties. Gamification is all about guiding people to achieve things that perfectly challenging them, and typically the only incentive to do so is the sense of accomplishment they feel when they succeed.
- Extension of learning - It’s tough to design a course that challenges each student to the level they need. Video games, however, somehow manage to capture the full attention of multitudes of people at a myriad of skill levels simultaneously. Gamification can help deliver challenges at the right level for all students in a class, whether they’re two grades behind in reading comprehension or three grades ahead in math.
- You’re already doing it - School is inherently game-like - students earn points for completing challenges, and are eventually rewarded with badges in the form of grades. Gamification only improves the current system by employing game elements proven to be extraordinarily effective in video games. If we’re already doing it, we might as well do it right!
- Straight up fun - It’s just more fun!
This infographic helps put the significance of video games in relation to school in perspective.
For more information about gamifying school visit http://www.SuperFunner.com