Module 1 Post: Gamification

Gamification in the Classroom

    There are several competencies students must have to engage in gamification in the classroom. The purpose of this type of learning trend is to enhance a student's cognitive knowledge by creating an engaging, interactive experience. Students must be able to exercise critical thinking skills and problem-solving skills when engaging in the games and simulations. They must be quick-thinking and adaptable and flexible. Additionally, they must possess digital literacy skills since most of the gamification platforms are done using a phone or computer. When it comes to soft skills, learners must have collaboration and teamwork skills since many gamification programs allow students to play in teams. When working with others, it's important that students are self-aware and that they know how to self-regulate their emotions while engaging in the activities.

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