Using Gamification to Overcome Anxiety and Encourage Play in the Graduate Classroom

L. K. Mattock
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Abstract

Gamification has been dismissed by some as a passing fad and buzzword in education; however, if approached as part of mindful course design, gamification can enhance student learning and engagement. This article introduces a gamified redesign of a technology-based graduate course using Yu-Kai Chou?s ?actionable gamification.? Chou?s Octalysis Framework defines eight-core drives that describe the psychological motivators found in common gaming mechanics. Adding elements of ?white hat gamification? to the course?which focused on building a sense of accomplishment, empowerment, and meaning making?created an environment that allowed students to overcome their anxieties related to technologies, build digital literacies, and overcome the fear of failure in the classroom. The article introduces simple gaming mechanics that were easily incorporated into the course and align with common pedagogical strategies, such as contract grading, while reflecting on the impact on students and the instructor and offering ways in which gamification can be easily incorporated into course design.
利用游戏化克服焦虑,鼓励研究生课堂玩游戏
一些人认为,游戏化只是教育界一时的时尚和流行词;然而,如果作为有意识的课程设计的一部分,游戏化可以提高学生的学习和参与。这篇文章介绍了一个游戏化的重新设计的技术为基础的研究生课程使用周玉凯?可操作的游戏化。周?Octalysis框架定义了八核驱动,描述了常见游戏机制中的心理动机。加入白帽游戏化的元素?去球场?它侧重于建立成就感、赋权感和意义创造感?创造一个环境,让学生克服与技术有关的焦虑,建立数字素养,克服课堂上对失败的恐惧。这篇文章介绍了简单的游戏机制,这些机制很容易融入到课程中,并与常见的教学策略(如合同评分)保持一致,同时反映了对学生和教师的影响,并提供了将游戏化轻松融入课程设计的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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