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I have learned how to bring in different concepts or activities for the students to complete for points

The classes I teach can have gaming elements applied that can help me organize lessons and help students get more motivated to learn the material

I think that if it helps keeps students engaged in the subject matter then I'm all for it. Keeping their interest on topic and away from their phones is the biggest challenge we face as educators.

During my MA program, I had a peer that loved board games, and utilized gamification principles before I even knew that was a thing. Since then, I have taught any composition classes, and gamification has always stayed in the back of my mind. I don't think that boss battles or badges are the way to go for composition classrooms, but I am very interested in Guild work. I think forcing students into a mini team, from the start of class, will help them reach out and support their peers more, along with holding each other accountable. 

Knowing that 63% of homes have someone playing some form of a video game places an emphasis on the need to implement some characteristics into the classroom. Many of the traits characterized by gaming, i.e., problem solving, goals are in fact utilized in every and all lessons within the classroom. Others such as progress indicators, leveling and badges can be implemented and become a valued tool. Guilds and the boss battel can be utilized and implemented in most applications as an additional tool. Collectively outside of a syllabus, this provides individual tools for the educator to utilize and using their on individual platform for the betterment of both the educator and the students. 

I have learned that the elements of gaming are easy to incorporate. I will modify a few of the things I am already doing to add gamification to my academic learning goals.

We start every med-term class off with Kahoot!....my students love it.  They enjoy seeing who wins along with their own growth.

I have learned to use the gaming approch in teaching in my daily teaching. And increase more hands on activities.

Gamification elements can increase student engagement. We have many tools to use, like XP, guilds, and boss battles. 

Using qualities of games in the classroom helps with learning and motivation as well as engagement. 

Using gaming approach to teaching will generate greater student engagement with the learning process.

This will be beneficial for the students to be more creative as long as you have concise and clear goals specific to your lessons.

Gamification in the classroom it is important, and it will help students and teachers to the job done.

Learned a lot, ready to implement some of the tips that were suggested. 

I've learned that a lot of thought processes go into incorporating the games in the classroom. You really have to be organized and think about each student individually to incorporate the games. You have to "KNOW" your students so you can add more of what they want and less of what they don't want, and don't deter from your final goal or not just learning but making it fun.

Comment on Jennifer Adkins's post: Yes i have a lot of games for education but need more visual aids for better interaction with the students.

Gamification is a way to engage and involve students to perform at the highest level. It can be set up so the student is working towards their best potential and may also be used to help promote teamwork and collaboration skills. 

Comment on Kasey Wade's post

The information and videos helped me to better understand the role and usefulness of gamification. I would like to see more information about how to do this in complex theory classes. 

I have learned how to be flexible in case if there are some changes in conditions and goals 

Love the posting board for top earners. 
also I want to try to integrate some type of completion meter in my course to keep student motivation higher

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