In a recent online presentation, Charles M. Reigeluth said that the future of Ed Tech would require a change of the paradigm of pedagogy. Gamification, the use of game elements in non-game contexts, is one such new pedagogy that can be implemented without the need for institutional systemic change. Since the term’s first appearance in 2006, it has become a trending topic on many education forums. This presentation reports on the gamification of two university courses: one a graduate-level education course and the other a freshman computer course.
Reigeluth’s requirements for a new paradigm include a requirement for attainment-based, continuous student progress that is learner-centered, personalized and self-directed. Gamification, done right, is all those things.
The Gamification Paradigm includes:
This presentation will explain the structure of the courses that were taught, highlight successes and failures, and conclude with strategies that can be used to incorporate meaningful gamification into existing courses.
Of Interest to: Online and distance education, Post-secondary education, K-12 educators, Instructional designers