Have you ever thought about how much time and energy kids pour into their video games, and thought “if only they cared half as much about their learning” they would be so successful? Many scholars and educators have shared that thought too - and they have turned to gamification to close that gap. Gamification in college classrooms involves using key tenets of games for learning. The research is also showing some trends that it helps students feel more in charge of their learning and that they favor it compared to more traditional or status quo course experiences. In this episode, we’ll review some of these trends, and I will share a bit about how I use gamification in my own classrooms to help students feel like they are succeeding and earning their grades.
Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta‐analysis and systematic review
https://link.springer.com/article/10.1007/s11423-023-10337-7
https://digitalcommons.wku.edu/epik/vol3/iss1/4/
Exploring College Student Experiences in a Kinesiology Course Using a Gamified Grading SystemScience to practice: Does gamification enhance intrinsic motivation?https://journals.sagepub.com/doi/10.1177/14697874211066882
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