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Gamification
This article showcases the use of gamification as a means to turn an existing curriculum into a game‐based learning environment. The purpose of this article is to examine how gamification, coupled with effective pedagogy, can support the acquisition of 21st‐century skills. Gamifying content allows s...
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Published in: | Journal of adolescent & adult literacy 2015-07, Vol.59 (1), p.51-61 |
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Main Authors: | , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that cite this one |
Online Access: | Get full text |
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Summary: | This article showcases the use of gamification as a means to turn an existing curriculum into a game‐based learning environment. The purpose of this article is to examine how gamification, coupled with effective pedagogy, can support the acquisition of 21st‐century skills. Gamifying content allows students to earn experience points, badges, and awards to “level up” through the curriculum by completing quests. We discuss the theoretical framework, New Literacies theory, which has informed our case study of one teacher's journey using gamification. We align our case study within two educational reforms and initiatives: the Common Core State Standards and Partnership for 21st Century Skills. Survey results and teacher interview data are provided.
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ISSN: | 1081-3004 1936-2706 |
DOI: | 10.1002/jaal.426 |