In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification , an instructional approach that's revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they've learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?
The author provides many examples of how to implement gamification in the classroom. The examples come from the experience and are accompanied by pros and cons, not just dry theoretical knowledge that leaves you demotivated and without ideas on how to do it.
After you read this book, and even during reading it, many ideas will pop into your head on how to do it, while you begin to truly appreciate and understand why this is the future of education and a way to go.
Looking for clear ideas on how to pursue gamification in my classroom. Helpful ideas and new information gathered about the process, but missing details that I still need.
This book covers using different types of game methods in the classroom as a way to motivate and engage students. By using different types of games students learn skills such as memorization, social skills, working in teams, being accountable and other skills. The book covers games that would work for various age groups from elementary through high school. It mentions several different types of board games along with video games. The author defines the difference between toys and games in which games have rules to follow, ways to win, and can challenge the player’s thinking. The author is creative in mentioning different styles of play and gives different ideas that could work for different classroom settings.