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influences gamification can have on teaching and learning
influences gamification can have on teaching and learning
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One of the attributes of gamification of education is that it lends itself to reinvention. When innovation is reinvented within public schools, adoption was more likely to continue (Rogers, 2003). Gamification is a general concept and as such very tailorable to specific problem sets and is therefore highly amenable to reinvention. In the Practitioner’s Guide to Gamification of Education, the first three steps of the model all address the need to tailor (i.e. reinvent the innovation) the application of gamification to the specific problem set of the school. The steps of the model required that the target audience and context are understood, that learning objectives are specified and defined, and that the experience is structured to address the specific problems of the learner experience (Huang & Soman, 2013). Another attribute of gamification of education is that it has a high degree of …show more content…
The above communications strategy initially targets specific individuals and institutions with a specific set of characteristics, using appropriate communications channels at each phase of the Innovation-Decision Process in order to achieve the desired effect: improving learner engagement through the adoption of gamification of education. The communications strategy initially relies on mass communication channels and targets innovative individuals and institution to increase awareness during the Knowledge Phase. During the Persuasion Phase the communication channels begin to rely on homophilous interpersonal communication between change agent and client. As the diffusion process continues, the communication channels, targets, and messages also change to leverage the opinion leaders and address their questions and
Video games have become a huge part of the culture of young people and adults alike, and many educators are finding ways to incorporate a love of games into their teaching practice, through options like “edutainment” and “gamification”. Edutainment is media that has both a high degree of educational and entertainment value. Gamification is the use of game mechanics and thinking in an educational setting, like earning points to level up or earning achievement badges for tasks completed. Both of these methods work well to engage students in learning. However, outside of edutainment and gamification, some educators are using non-educational video games, like Minecraft, to teach a wide variety of subjects and ...
Research studies suggest theories such as the SMCR model, Ranks theory and inoculation theory are effective models of persuasion. In addition, they determined the boomerang effect to be a unique theory of persuasion in which the communication efforts result in goal opposites (Woodard et al., 2013, p. 144). In comparison, the communication outcomes of the SMCR and Ranks theories goal oriented. The SMCR model consists of four uncomplicated key components: a source, message, channel and receiver (Larson, C., 2013, p. 22). Similarly, the Ranks model is a straightforward persuasion process identifying four plans of attack and six correlated methods used by persuaders to implement persuasion goals into strategies using specific methods (Larson, C., 2013, p. 29). The strength of the Ranks model is the development of a more demanding and interpretive receiver (Larson, C., 2013, p. 29). In a like manner, the SMCR process focuses on this area to assist the receiver in identifying the persuader’s motives (Larson, C., 2013, p. 23). Both the SMCR and the Ranks models identify external processing strategy weakness in the elaboration likelihood model (ELM) (Larson, C., 2013, pp. 25 & 29). For example, the theories suggest messages are not fully examined and become impacted in the hidden and intuitive area of the receiver’s brain (Larson, C., 2013, p. 25).
Everett Rogers defines diffusion as “a special type of communication in which the messages are concerned with a new idea. It is this newness of the idea in the message content of communication that gives diffusion its special character. The newness means that some degree of uncertainty is involved” (Rogers, 1982, p. 6). Moreover, it is the process of communicating an innovation through media over time among members of a social system.
One way to excite students about learning is by using games. Game play can require students use higher-order thinking skills, where they are analyzing, creating and understanding the concepts at deeper level. Making games from content, or Gamification can be done by creating teams, scores, competitions, and rewards. Real life simulations incorporated into a game environment can create a powerful learning environment.
Gamification is something new in today’s society. However, it is becoming an enormous deal. From going to local places to an abandoned house. Turning everyday activities is presented very different between the two passages.
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
The education system has been changing in recent years and the same problems that existed continue to get worse as years pass. Problems that were seen as minor at first have now grown. How to change the public higher education system has been a major topic of discussion but there has still been no major action taken. We struggle to figure out how much funding is needed for higher education and where it should come from. Our people continue to suffer from an underfunded high cost system. The wealthy minority of people continue to be the only ones accounted for and it is time to change this. We need to adapt to the changes and the costs that continue to rise. It is time to help the struggling middle and lower classes. I believe that the best
Achieving any these steps is strictly contigent on success at all prior steps. Message design, messenger credibility, communication channels and the charactersitics of both intended audiences and the recommended behavior, which is intended to fit peoples lives and influence behavioral outcomes. McGuires steps for persuasion provide a valid framework for approaching key groups and their involvement along with input regarding health issues. Communicators should keep in mind that key values change and should incorpate changes in communication planning and evaluation depending on peoples lifestyles, perferences and
As a conclusion, influence and persuasion will be work closely with the media world to gain the media effect to audience. People nowadays are connecting closely with three different forms of media, especially the electronic media. People will watch to the television and browsing to internet or social network for everyday. So, media will become the easiest way to influence and persuade the audience.
Bedard (2015) takes an interesting approach to understanding motivation; she talks about gamification, which refers to the use of game elements in contexts other than entertainment. Businesses, she says, are increasingly “bringing game elements into the work place to motivate employees to engage in numerous kinds of efforts, from learning to creative idea generation to quality improvement” (Bedard, 2015, p. 43). It makes sense that games can serve as illustrations of motivation: people are drawn to playing games for a reason, and that reason is –often- to seek new challenges and become winners. Bedard (2015) uses the game Candy Crush Saga to analyze the different factors that motivate people; candy crush saga is a game that consists of a board
I can still see that there’s a lot of potential in the field of Education Gamification. Clearly there should be a way to help kids learn from what they do best – play. This is why many educators are looking into a variety of new tools and techniques in Education Gamification.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
Werner Joseph Severin explored communication theories on a wide range through this book, and as our lives are based entirely on communication persuasion is used daily in different forms, based on different theories, aiming at changing our attitudes and directing them towards the desired outcome, therefore chapter 8 "theories of persuasion" focused on persuasion. As being exposed to new information every day and changing our attitudes accordingly persuasion has reached its goal, for example, if you like something and new information you have been exposed to changed your attitude towards it, then this is a successful persuasion communication. Persuasion can affect our beliefs as will, as what you believe to be true can be altered by a persuasion communication. This chapter aims to explain how persuasion communication can change attitudes.
Online education is a booming trend in the education world. It is something different than the traditional classroom. It is allowing student around the world the opportunity to get an education. Online education allows student to have a more proficient and cheaper way of learning. Having multiple ways to give a student an education allows all learning types to find their own way of learning. Education changes lives but it can be difficult for students to get to a classroom to sit through an hour class 4 times a week, this can be for many different reasons. There are many doubts about online education, but this a new world without borders it is a new opportunity for people from all over the world to get an education.
Online learning, also known as distance learning or online learning, has become a new and successful means of receiving an education in a highly technologically enhanced environment (Regan, Evmenova, Baker, Jerome, Spencer, Lawson, & Werner, 2012). Kaymak and Horzum (2013) defined online learning as using Internet technology to gain knowledge and skills through the use of synchronous and asynchronous learning tools. Allen and Seaman (2013) stated that about 6.7 million students attending colleges and universities across the United States were successfully enrolled in at least one online course in 2011. There is an increased interest in online learning that continues to grow as a result of the amplified demands from the work place and the escalating availability of nontraditional educational options and providers (Allen & Seaman, 2008).