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Influences gamification can have on teaching and learning
Influences gamification can have on teaching and learning
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One of the attributes of gamification of education is that it lends itself to reinvention. When innovation is reinvented within public schools, adoption was more likely to continue (Rogers, 2003). Gamification is a general concept and as such very tailorable to specific problem sets and is therefore highly amenable to reinvention. In the Practitioner’s Guide to Gamification of Education, the first three steps of the model all address the need to tailor (i.e. reinvent the innovation) the application of gamification to the specific problem set of the school. The steps of the model required that the target audience and context are understood, that learning objectives are specified and defined, and that the experience is structured to address the specific problems of the learner experience (Huang & Soman, 2013). Another attribute of gamification of education is that it has a high degree of …show more content…
The above communications strategy initially targets specific individuals and institutions with a specific set of characteristics, using appropriate communications channels at each phase of the Innovation-Decision Process in order to achieve the desired effect: improving learner engagement through the adoption of gamification of education. The communications strategy initially relies on mass communication channels and targets innovative individuals and institution to increase awareness during the Knowledge Phase. During the Persuasion Phase the communication channels begin to rely on homophilous interpersonal communication between change agent and client. As the diffusion process continues, the communication channels, targets, and messages also change to leverage the opinion leaders and address their questions and
Research studies suggest theories such as the SMCR model, Ranks theory and inoculation theory are effective models of persuasion. In addition, they determined the boomerang effect to be a unique theory of persuasion in which the communication efforts result in goal opposites (Woodard et al., 2013, p. 144). In comparison, the communication outcomes of the SMCR and Ranks theories goal oriented. The SMCR model consists of four uncomplicated key components: a source, message, channel and receiver (Larson, C., 2013, p. 22). Similarly, the Ranks model is a straightforward persuasion process identifying four plans of attack and six correlated methods used by persuaders to implement persuasion goals into strategies using specific methods (Larson, C., 2013, p. 29). The strength of the Ranks model is the development of a more demanding and interpretive receiver (Larson, C., 2013, p. 29). In a like manner, the SMCR process focuses on this area to assist the receiver in identifying the persuader’s motives (Larson, C., 2013, p. 23). Both the SMCR and the Ranks models identify external processing strategy weakness in the elaboration likelihood model (ELM) (Larson, C., 2013, pp. 25 & 29). For example, the theories suggest messages are not fully examined and become impacted in the hidden and intuitive area of the receiver’s brain (Larson, C., 2013, p. 25).
Persuasion is an art that we meet in all spheres of life; academia, social, political, etc. It has positive and negative outcomes. When one communicates, it is of extreme importance that an awareness of the Principles of Persuasion is utmost in their preparation if they are to make a lasting impression. This paper will attempt to define and analyze the six principles and show them in application.
Persuasion is a process by which the persuader, through communication, gains the approval or support for the topic (Let's Compare Motivate and Persuade, 2013). The arguments to motivate this change in thinking comes through careful use of rhetoric, but one must also be able to define the six principles of persuasion in social psychology: “Reciprocity, Scarcity, Authority, Commitment and Consistency, Consensus, and Liking” (McLean, 2010, p. 521) and be able to recognize them as they are taking place. Then, one must carefully apply these concepts in order to find the means to effectively facilitate persuasion (p. 518).
After viewing the panel discussion about how our local school districts have implemented English Language Learning in their school, I am very intrigued. From what I gathered the field of ELL is a growing industry in education, especially in Colorado Springs. We have ELL’s students coming from all over the world. Here in Colorado Springs alone, school districts have to accommodate for over fifty different languages spoken by ELL’s. I can only imagine the challenge that comes with such a diverse group of non- English speakers in our community schools.
that are pleasing to the senses. The central route is used to reach people who are more motivated and analytical, while people who are less analytical and less involved aremore likely to be influenced by the peripheral route. In advertising a combination of the two is common and effective. Computer ads relyprimarily on the central route, because their target audiences are perceived as highly analytical. Promotion for alcohol and tobacco products employ the peripheral route because they wish to draw attention away from thepossible negative effects that they are, in reality, associated with. To truly understand the effects of persuasion it is necessary to break the actdown to its smaller components. The for elements of persuasion are 1.) The communicator, 2.) The message content, 3.) How it is communicated, and4.) The receiver of the message. The content of the message is important but also whoever gives the message has an effect on people¹s acceptance ofit. The major determinant of the communicator¹s success are his/herperceived credibility and attractiveness. Credibility, or believability
Persuasion is an important aspect of communication, certainly a significant business activity. Regardless of whether this comes in the form of a sender influencing a party or the receiver itself is being influenced. Typically, this could come in the form of a salesman or, even a manager communicating with key stakeholders, such as potential investors.
Gamification is “the use of game mechanics and design to drive engagement in a target audience for non-game purposes to achieve a target business outcome”. This is a powerful tool to engage employees, customers, and audience to change behaviors, develop skills, and drive innovation (1). In simple words, gamification is process of using game thinking and game mechanics to engage audiences and solve problems. We believe that technology that applies gamification idea has some business opportunities, and we would like to analyze and evaluate the technology through our proposal.
IEP stands for Individualized Education Program. An IEP is a written document required for each child who is eligible to receive special education services. It is provided to a student who has been determined first to have a disability, and second, to need special education services because of that disability. An IEP is very important and should never be overlooked by anyone. The purpose of an IEP is to make sure that only students whose educational performance is affected by a disability receive special services. An individual program plan is designed to make sure that students get the kind of educational experience that they deserve; an experience that results in success. The end goals for students who are on an IEP are to be involved in
Bedard (2015) takes an interesting approach to understanding motivation; she talks about gamification, which refers to the use of game elements in contexts other than entertainment. Businesses, she says, are increasingly “bringing game elements into the work place to motivate employees to engage in numerous kinds of efforts, from learning to creative idea generation to quality improvement” (Bedard, 2015, p. 43). It makes sense that games can serve as illustrations of motivation: people are drawn to playing games for a reason, and that reason is –often- to seek new challenges and become winners. Bedard (2015) uses the game Candy Crush Saga to analyze the different factors that motivate people; candy crush saga is a game that consists of a board
As a conclusion, influence and persuasion will be work closely with the media world to gain the media effect to audience. People nowadays are connecting closely with three different forms of media, especially the electronic media. People will watch to the television and browsing to internet or social network for everyday. So, media will become the easiest way to influence and persuade the audience.
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
I can still see that there’s a lot of potential in the field of education Gamification. Clearly there should be a way to help kids learn from what they do best – play. This is why many educators are looking into a variety of new tools and techniques in Education Gamification. If we can harness/utilise the energy, motivation and sheer potential of their game-play and direct it toward learning, we can give students the tools to become winners in the real game of life.
For long periods of time, education has been important to the development the different scientific, moral and ethical fields of the humanity. In addition, it has been recognized by some governments as a human right, but in some places around the world; education is not accessible for everyone. Many people believe that having an educational system without any cost would mean a better educated society, whereas others argue that this would not be possible. To develop a better educated society, governments should establish a totally free education system for the following three reasons.
... all ages do not know how to write in cursive anymore. Some students may not know how to sign their name in cursive since it wont be taught anymore. One thing that many people worry about with digital learning is that students will spend too much time in front of a screen and keyboard. It is believed that these kids will have less of a social life and will be less likely to communicate through talking, but choosing to communicate through online messaging and texting. Though students have a variety of information at their finger tips, this can cause temptation for students to plagiarize. Devices such as iPads and laptops are useful learning tools, but at the same time they can be a huge source of distractions. While students should be taking notes, they could be browsing the web, updating social media sites, watching videos, playing games or other distracting things.
Education has played an important role in people’s lives and receiving the best education is a right to all humans, but now in days we can see that our education system is in deep distress. This is made evident by the low rate of graduates; that’s why our education system needs to be improved. Many people think that our government is responsible for our bad education system, However, teachers are the real issue even though many teachers are saying they 're doing their best, they’re not. How do we improve our education system? For a start, we need to provide better teaching programs for teachers to improve their skills and make them earn their tenure instead of just giving it to them.