Source: Research: J.F. Vogel, D.S. Vogel, J. Cannon-Browers, C.A. Bowers, K. Muse, M. Wright. Computer gaming and interactive simulations for learning: a meta-analysis. Journal of Educational Computing Research, 34 (3) (2006), pp. 229‚Äì243. classroom instructional strategy
(00:00 - 00:10) Introduction
(00:11 - 00:29) What will you learn today?
(00:30 - 01:35) What are the components of Game Theory?
(01:36 - 01:55) What does research say about Gamification?
(01:56 - 02:51) Why use Gamification in the classroom?
(02:52 - 03:22) What did you learn today?
(03:23 - 03:40) Reflection
Gamifying learning experiences: Practical implications and outcomes
Research findings suggest that gamification improves students' overall achievement on content knowledge, but that teachers must balance their use of gamification with opportunities for application and written response. This article provides a more complete picture of gamification.
Mr. Gonzalez's Classroom: Gamification
In this blog, one teacher journals his experience with gamification and offers tips and resources for other teachers. Included in his journal entries are practical resources, links, and suggestions for teachers considering gamification in their classrooms.
What Games Have to Teach Us About Teaching and Learning: Game Design as a Model for Course and Curricular Development
This article from the University of Texas has important thinking points for unit and lesson development in a gamified setting. The article outlines and explains the six features of games that should be considered when gamifying any lesson. In addition, the author connects the use of gamification back to the theories of John Dewey.