Gamification Into The Classroom Summary

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Levin’s article offers a relatively recent iteration of an attempt to bring game mechanics into a classroom environment. What makes Levin’s article stand out from common case studies regarding electronic implementations of gamification to classrooms, is his choice in making his approach cost nothing. The first introduces the various mechanics that his classroom borrows from gamification such as the mechanic of competition or seeing one’s progress. The author appears to have a full understanding of the concept of gamification by his description of the juxtaposition between playing video games versus borrowing mechanics from them. Mr. Levin makes an argument for two aspects of his teaching that were improved by gamification. The first of …show more content…

He implemented a method in which grades were not assigned marks on a 100% based scale, rather his students were given experience for the progress that they made in the class. I believe this is a splendid method of designing a course in such a way that the students are able to actively see their progress in the class. The author included that he was attempting to get as far from the idea of conventional grading as possible so that the students felt interested in the experience scale. To do this, he used a base of 1000 as opposed to 100. Next, the author discussed his implementation of competition to the classroom. This was fairly simple on his part since he had already created a solid experience system to base his competition off of. By creating a simple colorful illustration the author is able to clearly display the student’s progress as well as motivate them to improve. Within the Mr. Levin’s conclusion he stated that most students reacted, “very positively,” with his new system. Students that were underperforming in the past were given a new opportunity to succeed. While this may have been just one class this just goes to show that it is possible to introduce gamification into a classroom for free, and have is

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