Anyhow, I digress. But I can certainly attest to the fact that applying these principles can have a motivating effect in a real life context. It would follow, then, that it could be an very relevant approach to try in education.
To start, we briefly looked at the Fun Theory, which in essence says "fun can change behaviour for the better". I definitely agree with this! Check out the piano stairs video below:
Gamification is something that is becoming increasingly prominent in our every day lives. I have already cited the fitness world but there are many more examples. For example rewards programmes like Fly Buys, or the supermarket collection promotions like the dominoes. Seth Priebatsch outlined four critical elements of game design in his TED talk:
We also talked about the idea of 'flow'. This is a term used to describe the perfect level of engagement in a task, when it is just challenging enough to stop you getting bored, without being so difficult that you give up. Video games typically are excellent at this in their structure of teaching you how to play the game. This video sums up the concept:
Badge systems are a particular way to record achievement and learning. Badges have been used long before the digital world, however now that you can create them online a lot more avenues have opened up for their use. It is an area that can be perfect for the classroom, but also for our own professional development as teachers. A couple of websites to check out:
Badgeville
Mozilla Open Badges
Credly
Badges can make it very easy to identify what a student (or anybody) has achieved. Their real benefit also comes with recognising learning that would not normally be assessed or formally recorded. We discussed this within the context of this course and what badges we could design around our learning. Our key point around this was to acknowledge what we are doing outside of the formal, written assessments. For example for doing the weekly readings, having valuable discussions in the sessions, engaging in social media, employing new techniques in our classrooms, and most importantly - remembering to bring chocolate to class!
My Credly design for remembering weekly chocolate:
Gamification is an absolutely huge topic which we only briefly scratched the surface of. It is something I have a keen personal interest in and would love to employ aspects of in the classroom, so I've definitely earmarked it for future research. Fun to be had by all!


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