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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Additional Supporting Materials
- 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.
- 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.
- Debate the future of gamification in K12 education from multiple lenses: parent, teacher, administrator, and student.
Melissa Loble, Senior Director, Canvas Network, Instructure, Inc.