sexta-feira, 21 de outubro de 2016

Gamifying Your Class to Meet the Needs of All Learners

You can tap into that kind of engagement through gamification—applying game elements to non-game environments to encourage higher participation and motivation. A simple example is a hotel chain, airline, or credit card reward system, where points earned offer customers perks like free rooms, flights, or upgrades, or other amenities.
What if you could do something similar in a learning curriculum? What if each student could choose to do additional skill tasks, readings, and experiments? Gamification can create this opportunity

Fonte / Link: Edutopia