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Sprinkling Enchanting Pixie Dust on Teaching and Learning with Gamification
Journal article   Open access

Sprinkling Enchanting Pixie Dust on Teaching and Learning with Gamification

Seyed Abdollah Shahrokni
The FLTMAG
01/25/2024
url
https://doi.org/10.69732/NAIZ7635View
Published (Version of record) Open

Abstract

Educational Modes or Psychology or Theory Games
Consider Tekinbas and Zimmerman’s (2003) definition of a game: A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome. Similarly, we can argue that school is a game – a system (of interconnected components such as curriculum, assessment, teachers, and administrators) in which learners engage in an artificial conflict (e.g., learner vs. the content, teachers vs. students, learners vs. learners), defined by rules (e.g., dates and deadlines), that results in a quantifiable outcome (e.g., competency/mastery). However, if school is a game, research shows that it may not always be a good game, that can lead to unproductive learner behaviors (Reich, 2017). While games are usually thought of as being “fun,” schools have been, at times, described as “pervasive boredom” (Shernoff & Csikszentmihalyi, 2009, p. 131), with student disengagement being a widespread challenge in education (Bundick et al., 2014). It is time to bring back “fun” to the game of teaching and learning, and this article tries to help by introducing two gamification frameworks and some tools.

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