Definition: adding game mechanics into nongame environments, like a website, online community, learning management system or business' intranet to increase participation.
This website to the left provides ways video games can have a positive affect on learning.
This website gives six ways gamification can be implemented into the classroom.Â
This video explains how you can educate by gaming, playing, and making.
This video above provides the five most common way gamification can be used in schools.
This is a video that emphasizes the power of gamification in education.
This video explains what gamification is and how it can be used in education.
This link to the left gives teachers examples on how to gamify their classroom.
This website explains how gamification can make learning fun.
A way to evaluate the educational value of a game used in the classroom is to track and analyze gamification KPIs such as user retention, engagement, and revenue.