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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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Quick Quiz

References

Sheldon, L. (2020). Multiplayer classroom: Designing coursework as a game. CRC Press. Chapter 5; 11; 15

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