VIDEO GAMIFICATION IN EDUCATION Brian Kitta & Aaron Bubeck Dr. Arlene Coleman April 16, 2015.

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VIDEO GAMIFICATION IN EDUCATION Brian Kitta & Aaron Bubeck Dr. Arlene Coleman April 16, 2015

STANDARD #8: INSTRUCTIONAL STRATEGIES The teacher understands and uses a variety of instructional strategies to encourage learners to develop deep understanding of content areas and their connections, and to build skills to apply knowledge in meaningful ways. Name of Artifact: Contemporary Issues PowerPoint Date: April 16, 2015 Course: Education 101-4AH Brief Description: This is a PowerPoint evaluating the video gamification of education in the classroom today. It will look at the possible benefits as well as possible ramifications of shifting toward a more video game-centric approach to passing down knowledge. Rationale: To document my understanding of INTASC Standard 8, Instructional Strategies, we have selected to research the rise in video games used as instructional strategies. This will help us to understand and use a variety of instructional startegies by adding another potential method to our arsenal. In doing so, we will be able to encourage learners to develop a deep understanding of content areas. This will also help future students to build skills and apply knowledge in meaningful ways.

BACKGROUND INFORMATION  Educational approach which utilizes game mechanics to engage students in the learning process by providing an interactive experience.

Video games are not a substitute for the curriculum, it merely gets kids interested in the subject Kids who played educational games were less likely to suffer from attention problems at school

What makes a game educational? New information Memorization Context and Cognition Gender and Ethnic Balance

CRITIQUE OF GAMIFICATION  Highly public competitiveness can be damaging to students self- efficacy  Potential to encourage addictive behavior which could inhibit progress

"THE OVERJUSTIFICATION EFFECT"  Extrinsic rewards devalue the intrinsic reward of learning.  Thom, Millen, and Dimmico: Extrinsic motivation increases participation but not necessarily quality.

DISCUSSION QUESTIONS  What are some ways in which we as educators can utilize Gamification in the classroom?  Which students should video gamification be aimed towards?

REFERENCES  Image from: content/uploads/2011/09/crop.png content/uploads/2011/09/crop.png  Image from: byq0fvcSo/s1600/wii%2Bclassroom.jpg  Berdik, C. (2015, April 1). These Professors Think Schools Need Games, Not Gamification. Retrieved April 9,  Gibson, J. (2008, February 8). Are Video Games Educational? Retrieved April 9, 2015, from  Image from content/uploads/2009/04/motivation-hierarchy3.jpghttp://positivepsychologynews.com/wp- content/uploads/2009/04/motivation-hierarchy3.jpg  Glover, I. (2013, July 17). Play as You Learn: Gamification as a technique for motivating learners. Retrieved April from  Image from: Sxo3Mp6e4Bg/AAAAAAAAAAI/AAAAAAAAAAA/vL4onTqTcjU/s900-c-k- no/photo.jpghttps://yt3.ggpht.com/- Sxo3Mp6e4Bg/AAAAAAAAAAI/AAAAAAAAAAA/vL4onTqTcjU/s900-c-k- no/photo.jpg  Image from: jpg jpg