![]() DOWNSIDE OF DRAGONBOX HOW TOGifted elementary learners can add their voice in deciding how to do this. Gamification of the curriculum should be predicated on the belief that it will enhance learning rather than solely seek to increase classroom engagement. Strategies for introducing game-based learning should consider utilizing GT students to choose the games or even design the games to be used. Professional development is essential which clearly delineates what game-based learning is and what gamification of the current curriculum looks like. Game-based learning must be intended as a resource that challenges gifted kids more than as a source for extrinsic rewards. It’s important they play a role in deciding what constitutes this type of learning. GT students know when they’re being ‘played’. It empowers them to take charge and allows them to take risks in a safe environment where failure doesn’t matter.Īny downside to game-based learning rests on the misunderstanding of what it is and/or poor implementation. ![]() Game-based learning engages GT students giving them the opportunity to make decisions about their own learning. () True game-based learning, aside from online quiz games generally thought to be gamed-based learning, is based on a framework which defines a problem and requires a solution. Game-based learning adapts traditional learning experiences with a virtual game framework and provides an authentic real-world context, clear goals, feedback and a high degree of student interaction. Gamification is the “process of adding game elements or mechanics to an experience” and may include competing groups of students, rewards/points, timed activities or badges. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |