Check out our classroom game system here: https://sites.google.com/tsc.k12.in.us/gameup27/home
: the process of adding games or game-like elements to something (such as a task) so as to encourage participation
gamify, gamified, gamifying
Take the boredom out of long training sessions by gamifying the entire process. A training manual is replaced by an interactive game that allows participants to win awards and be acknowledged. — J. J. Rosen
The basic concept of gamification isn't new, but the word itself is a 21st-century addition to the English lexicon. The word refers to the incorporation of game elements, like point and reward systems, to tasks as incentives for people to participate. In other words, gamification is about making something potentially tedious into a game. Gamification is effective because it taps into people's natural desires for competition and achievement. Teachers, managers, and others use gamification to increase participation and improve productivity. Gamification is also often an essential feature in apps and websites designed to motivate people to meet personal challenges, like weight-loss goals and learning foreign languages; tracking your progress is more fun if it feels like a game.
AN INTRODUCTION FOR PARENTS
Gamification is an in-class game designed to encourage teamwork, boost participation, and increase motivation in a learning environment.
Your child is about to embark on an adventure that will change how he/she thinks about school — without ever leaving the classroom. That journey is with Class Dojo and a simple spreadsheet tracking system.
This is no ordinary game. Students will still be learning all their normal lessons. What will change is how they connect with what they’re studying. Gamification works as a layer over a regular class structure. As students learn, they can earn class cash and level up. How they perform in the classroom is directly tied to whether their characters and teammates thrive and level up.
Students aren’t playing a virtual game like Minecraft or World of Warcraft, but gamification is inspired by those games. It turns the offline, classroom experience into the adventure. Students learn to help their peers, thereby helping their teammates in the game. They learn to participate and engage with what they’re learning — math, science, language arts, social studies, anything — so that they can power up their character. And they’ll learn that what’s disruptive and negative behavior in class is also detrimental to their character’s success in the game.
With a little time, you and your child should see a positive change in attitude and grade performance — real, meaningful, long-lasting benefits. Going to class is fun!
Today, students are expected to pay attention and learn in an environment that is completely foreign to them. In their personal time they are active participants with the information they consume; whether it be video games or working on their Facebook profile, students spend their free time contributing to, and feeling engaged by, a larger system. Yet in the classroom setting, the majority of teachers will still expect students to sit there and listen attentively, occasionally answering a question after quietly raising their hand. Is it any wonder that students don’t feel engaged by their classwork?
http://www.gamification.co/2011/09/28/the-gamified-classroom/
Figuring out how to make users feel proud about learning a topic, rather than chastised for not knowing about it, is an important piece that needs to be solved, and gamification can lead the way. Giving students instant self-gratification by unlocking more difficult topics is an important way of including game mechanics in learning. “Angry Birds” did a phenomenal job of creating bite-sized levels and allowing users to unlock them as they progressed, making each level more difficult than the previous.
https://elearningindustry.com/gamify-the-classroom
With the advent of video games, games have returned in full force as a cultural product, with more people in North America consuming video games than movies and music. In point of fact, 58% of Americans play video games, 45% of gamers are women, and 58% of parents play video games with their kids as a way to socialize with them (1). Games are part of the cultural landscape, and they aren’t going anywhere.