Abstract

Gamification uses game elements and frameworks that consumers have been exposed to for years. Gamification has been successful in inspiring increased student motivation and engagement or for any learning participant and can extend to parental and community engagement. Gamification is not to be confused with game-based learning which requires schools or corporations to have large budgets and specialized staff to create video games. In fact, gamifying a training program can be done without technology. This workshop explores the elements of gamification and the transposition of these elements into a classroom or training setting. As the reality of schools change, in rural and urban locales, so must the classroom. The 21st Century is demanding a change in teaching and training. Harnessing the elements that drive relentless efforts to succeed in the virtual world can change the effects on students or employees and their learning experiences.

Published in: Canada International Conference on Education, 2017

  • Date of Conference: 26-29 June, 2017
  • DOI: 10.2053/CICE.2017.0127
  • Electronic ISBN: 978-1-908320-83-4
  • Conference Location: University of Toronto Mississauga, Canada

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