December 2, 2020

New From EDUCAUSE: ELI 7 Things… Explores Gamification

From the EDUCAUSE Web Site:

Gamification is the application of game elements in non-gaming situations, often to motivate or influence behavior. The rewards or the spirit of competition can spur students’ concentration and interest and lead to more effective learning. The use of gamification is wide-ranging in higher education, from extra-credit awards and in-class team competitions to complex multi-level schemes that can pervade a course. Although gamification can be deceptively difficult to employ effectively, it has the potential to help build connections among members of the academic community, drawing in shy students, supporting collaboration, and engendering interest in course content that students might not have otherwise explored..

In the 7 Things You Should Know About Gamification, EDUCAUSE Learning Initiative’s (ELI) latest in the monthly series, discover how gamification offers instructors numerous creative opportunities to enliven their instruction with contests, leader boards, or badges that give students opportunities for recognition and a positive attitude toward their work.

About Gary Price

Gary Price (gprice@mediasourceinc.com) is a librarian, writer, consultant, and frequent conference speaker based in the Washington D.C. metro area. Before launching INFOdocket, Price and Shirl Kennedy were the founders and senior editors at ResourceShelf and DocuTicker for 10 years. From 2006-2009 he was Director of Online Information Services at Ask.com, and is currently a contributing editor at Search Engine Land.

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