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Gamification of the Classroom: Potential, Pitfalls, and Practices

Gamification of the Classroom: Potential, Pitfalls, and Practices

Darcy Osheim
Copyright: © 2016 |Pages: 25
ISBN13: 9781466686519|ISBN10: 1466686510|EISBN13: 9781466686526
DOI: 10.4018/978-1-4666-8651-9.ch010
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MLA

Osheim, Darcy. "Gamification of the Classroom: Potential, Pitfalls, and Practices." Emerging Research and Trends in Gamification, edited by Harsha Gangadharbatla and Donna Z. Davis, IGI Global, 2016, pp. 224-248. https://doi.org/10.4018/978-1-4666-8651-9.ch010

APA

Osheim, D. (2016). Gamification of the Classroom: Potential, Pitfalls, and Practices. In H. Gangadharbatla & D. Davis (Eds.), Emerging Research and Trends in Gamification (pp. 224-248). IGI Global. https://doi.org/10.4018/978-1-4666-8651-9.ch010

Chicago

Osheim, Darcy. "Gamification of the Classroom: Potential, Pitfalls, and Practices." In Emerging Research and Trends in Gamification, edited by Harsha Gangadharbatla and Donna Z. Davis, 224-248. Hershey, PA: IGI Global, 2016. https://doi.org/10.4018/978-1-4666-8651-9.ch010

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Abstract

Students need the classroom in order to educate in a way in which they can relate, and grow bored when that does not happen. Gamification employs game mechanics, techniques, and theory in areas that traditionally are not set up to function like a game, and many instructors and administrators at the university level are eager to use gamification to encourage students to learn. However, gamification is not a generic fix to the problems found in the classroom. Instructors should gain insight on how successful games work, and gamify specific classroom functions to retain the deep learning required for subject mastery. The author employs the method of heterotopian rhetorical criticism and the methodology of autoethnography to analyze World of Warcraft and re-imagine experiences in the game through critical communication pedagogy to enact change in the traditional college classroom. A general definition emerged: Gamification must consist of high-choice, low-risk engagements in a clearly structured environment.

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