Gamification [n]: the use of game design elements in non-game contexts.
“Game players regularly exhibit persistence, risk-taking, attention to detail, and problem-solving, all behaviors that ideally would be regularly demonstrated in school.” – The Education Arcade at MIT
Created by Knewton and Column Five Media
[…] defined as the use of game design elements in non-game contexts. Last week, Knewton released an infographic touting the benefits of gamification. However, the evidence provided was overwhelmingly about the use of games, NOT gamification. […]
[…] Gamification has tremendous potential in the education space. How can we use it to deliver truly meaningful experiences to students? Let us know what you think in the comments. […]