Gamification in the Classroom
Using games in the classroom can enhance the learning experience. Roblyer & Hughes (2019) describes games as having the following features:
1. Artificial Game Environment
2. Mechanics that rule how the game is conducted
3. Content-based conflict
4. Feedback and assessment (which you will see as an example throughout this video's gameplay of Warframe, developed by Digital Extremes)
As a gamer myself, I can see the benefits and challenges of incorporating games in the classroom. One of the advantages is promoting engagement in the material, teamwork, collaboration, and communication. However, I can see gaming as beneficial in the school would depend on the game and its setup. For example, tabletop games like Dungeons and Dragons promote storytelling, communication, collaboration, and teamwork, while also using math and physics skills to accomplish the task. Disadvantages come when you have someone who doesn't fully understand what gamifying the classroom is all about and would end up with a poor design and implementation. As someone who sees gamification as more than just building an assignment or curricula around the game, it is so much more than that. It can be part of classroom management, competition, especially now that eSports is rising in the University and some High School Sports. Gaming can be considered inappropriate when no learning objective can be found or developed; content can be unsuitable for the audience. There may be cultural differences that students may not be allowed to use gamification in their lives. Keeping the student's parental guardians informed would help figure out where you can do it and not do it. I hope you enjoy this video.
Roblyer, M. D., & Hughes, J. E. (2019). Integrating educational technology into teaching: transforming learning across disciplines. New York: Pearson Education, Inc.