By Betsy Hill and Roger Stark When the term “gamification” comes up in the context of education, it is usually introduced as a way to improve student engagement and motivation. Given the dismal state of student engagement in school work, maybe that by itself would be enough. But research has documented a variety of other benefits, including developing persistence and resilience, honing problem-solving skills, building creativity, and much more. Gamification is defined in Wikipedia as “the application of game-design elements and game principles in non-game contexts.” Game-design elements include points or badges, characters, and specific goals. Game principles include levels that […]
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