Game-based Teaching Techniques Have Been Native to K-12 Forever. They can be Fun and Functional in Higher Ed too.

Gamification has been part of teaching strategy in K-12 even before it was common for computers to exist in the classroom. Teachers have used games for decades to keep students engaged in the learning process, to make instruction easier to digest for students with varying learning styles, to get an idea of how students are doing that may not be reflected in test scores, and to boost morale in the classroom.

Today, the things that are being done in the K-12 setting are often rather remarkable. Now that it is fairly common for students to have in-classroom access to computers, notebooks, tablets, or even wearable technology, the potential uses and impact of gamification has been significantly increased. While it may be more obvious to think of gamification as having a place in K-12, with younger students, there is also plenty of exciting potential for uses of gamification techniques in higher education.

Teachers can certainly learn from and adopt some of the approaches that K-12 instructors and curriculum specialists have taken, and apply them to the college classroom.

Here are few ways in which gamification can work in higher education:

Sourced through Scoop.it from: www.emergingedtech.com

See on Scoop.itGames, gaming and gamification in Higher Education


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