ESE 370 DQ 1 WK4

profiler.zlvarwd0

Gamification of Learning

 

In Chapter 4 of the textbook, Willis and Mitchell (2014) discuss the role of video games in learning. While some folks think that gamification is a recent trend, we can find examples of “gamified learning” from the mid-1980s (Knewton, n.d.). Gamification, as the trend is sometimes called, can be an effective tool for instructional designers, teachers, trainers, and facilitators; and it can also be called a useless distraction, pointsification, or mandatory fun. This discussion will be a debate about the merits of gamification in learning.

Debate Grouping (based on the first letter of your last name):

 

A-L: Argue against the use of gamification in learning (the first letter of my last name begins with A) :)
M-Z: Argue in support gamification in learning

 


In your initial post, use research about how the brain learns to justify the appropriateness or inappropriateness of gaming as a learning tool. Whichever position you take, be sure to support your justification with information from the textbook (Willis & Mitchell, 2014) or other scholarly sources such as the Bruder (2015) article listed in the recommended resources section.

 

 

 

Book: Willis, J., & Mitchell, G. (2014). The neuroscience of learning: Principles and applications for educators. San Diego, CA: Bridgepoint Education.

 

Please feel free to ask me any questions in regards to this DQ. Thank You!

 

    • 10 years ago
    • 14
    Answer(1)

    Purchase the answer to view it

    blurred-text
    • attachment
      inappropriateness_of_gaming_as_a_learning_tool.doc