Title: Gamification
Contents
Gamification is currently a very trendy topic. Elements of games are being used to train, condition, or encourage/discourage certain type of behaviour. The FitBit is a good example of how personal health is being ‘gamified’ - rewarding users for healthy behaviour while discouraging unhealthy behaviour. China has even ‘gamified’ becoming an obedient citizen: https://www.youtube.com/watch?v=lHcTKWiZ8sI Increasingly, higher education has been incorporating elements of gaming into the classroom. Briefly describe how this class may be ‘gamified’. Would this encourage student participation and involvement or would you seek out a class that uses a traditional marking system?
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