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I have learned the vocabulary of gamification. I am already using most of the techniques in the classroom through daily activities like Kahoot, Jam Board, Knowledge Matters, etc., and I am aware of the increased motivation and engagement.   

I already use the gamification concept of tutorials in my math course, however, I do not have a rewards system based on the students being able to complete the task / concept well enough. I would like to try implementing the concepts of guilds and quests in my future term(s), seems like a great way to break the ice between the students as I am a term 1 instructor! 

I am especially interested in the corelation between goals and building Guilds.

I really enjoyed the concepts of adding things like XP and other video game/roleplaying elements to the classroom. As an avid Dungeons and Dragons player this is an attractive and fun project for my immediate future! 

The course has given me a new look at gaming in the classroom.  Effectively engaging students in learning is a challenge faced by all instructors - novice and veteran.  I appreciate the course instructors view on using appropriate gaming and not just sticking it in a lesson.  I am going to implement the boss battles for certain.  As for the others, I will need to do some more reflection before I decide.

Adding different games for learners make sure they know their concepts.

I use many different games already.

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.

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