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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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Bibliographic Details
Published in:Journal of adolescent & adult literacy 2015-07, Vol.59 (1), p.51-61
Main Authors: Kingsley, Tara L., Grabner-Hagen, Melissa M.
Format: Article
Language:English
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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. Free author podcast
ISSN:1081-3004
1936-2706
DOI:10.1002/jaal.426