Lesson Objectives
1. Identify gamification traits embedded in training with 80% accuracy.
2. Identify when gamification can or cannot be used for best practices.
3. Determine Learner types amongst the classmates.
Required Readings
Sheldon, L. (2020). Multiplayer classroom: Designing coursework as a game. CRC Press. Chapter 5; 11; 15
Course Resources
Lesson Two Overview Video
Bartle's Taxonomy Assessment
Extra Resources
Printable Handout
How To Complete A Jeopardy Lab Assignment Video
Jeopardy Labs Website
Jeopardy Labs Gamification Board
Discussion Question
Learning Objectives
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References
Sheldon, L. (2020). Multiplayer classroom: Designing coursework as a game. CRC Press. Chapter 5; 11; 15