Gamification is a trend that has gained momentum in industries from business to education.
Often confused with game-based learning, gamification is simply the application of ‘game-like components’–also called ‘encouragement mechanics’–to a non-game entity. Offering a credit card color based on spending limits, or virtual badges for checking-in via social media, are both examples of gamification.
Kate Fanelli, a math teacher, had an moment of inspiration while listening to a keynote speaking talk about gamification.
“A couple of students have commented that the class is setup like a game. Though I never tell them that. They might be tempted to rage against the machine if they thought I was trying to take their fun and make it educational.”
The article by Peter Ross talks through the decision to gamify her math classroom, how she did it, and the benefits she’s seen firsthand.
We’ve embedded the case study below, though you can view the non-embedded PDF here if it doesn’t work or is otherwise unwieldy on a mobile device.
A Case Study In Gamification