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SXSWedu 2015

The Best of Gamification in K12 Education

Gamification has the ability to change the modern classroom by increasing student engagement and exposing students to richer skill-building and experiential activities, However, as with any new trend, there are potential pitfalls to consider. What really works? Why? How can we distinguish a flashy trend from a lasting approach to improving K12 education? This panel will discuss the best and worst examples of gamification in K12 education based personal experiences with it.

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  1. Discuss examples of good and bad uses of gamification in K12 education. Distinguish between shallow implementation of game-based techniques to more complex use of highly effective online games and building environments.
  2. Identify methods for incorporating gamification techniques in a variety of K12 environments and involving all members of the communities, from teachers and parents to students in the design of activities.
  3. Debate the future of gamification in K12 education from multiple lenses: parent, teacher, administrator, and student.



Melissa Loble, Senior Director, Canvas Network, Instructure, Inc.

Meta Information:

  • Tags: gamification
  • Event: EDU
  • Format: Panel Discussion
  • Track: Gaming & Virtual Learning
  • Level: Basic Understanding
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