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"Gamification has been a new development over the course of the past several years and has branched out as it has further developed. The use of gamification has been thoroughly studied and used in work environments, game development, and marketing. However, there are many frontiers that gamification is just beginning to spread to, such as innovation, medicine, and public education. By looking at how gamification has developed and been used so far, others can develop new ways to use gamification to benefit those in other fields and in new ways. This paper will be looking specifically at how gamification can be implemented to benefit students in a secondary classroom by documenting the history of gamification, its recent rise to popularity, and its past implementation in similar situations. To begin, readers should look at the roots of gamification: the workplace. From there, readers can follow the rise of gamification as a theory, and the people and companies who have utilized gamification for good. A professor at Saginaw Valley State University implemented the ideas put forth in the beginning and specifically through one company, and this will be documented to highlight the strategies that work in educational classrooms as well as illustrate how gamification can be used to further learning. Finally, I will be explaining my thesis for a six-week unit on a specific topic that utilizes gamification in a hypothetical classroom at the high school level." -- From page 3.