Disrupting the Classroom: The Gamification of Education
On June 12 Jared Seay and Bob Noe will present the above presentation at the SC Midlands Summit in Blythwood, SC.
This session’s title is based on the titles of two books: Distrupting Class: How disruptive innovation will change the way the world learns (Clayton Christensen et al 2011) and “The Gamification of Learning: Game-based methods and strategies for training and education (Karl M. Kapp 2012).
Disruption can be a good thing, especially when it invigorates and re-news. Gamification is transforming and disrupting the traditional classroom. The concepts and techniques that make a good game engaging – whether it’s a card game, a board game, or an online computer adventure – are being applied to student projects, teaching topics, and even entire classroom structure with great success. Educators are discovering the powerful ability of games, gaming mindset, and the phenomenon of gamification to fully engage and inspire their students. This session will not only explain why and how this is happening now, but it will show you examples of how other educators are using the gamification of learning to positively disrupt their classrooms.
- Disrupting Class: how disruptive innovation will change the way the world learns
Web site of the book by Clayton Christensen
- The Gamification of Learning and Instruction: game-based methods and strategies for training and education
Review of the book by Karl Kapp in eLearn Magazine
- Gamification Education – Gamification.org Portal: Future home of everything Gamification Education — research, community, case studies and more — as part of the Gamification.org family of wikis.
- Gamifying Education.org
Resources on the gamification of education