ESE 370 ESE370 Week 4 DQ 1 Factors that Impact Learning (Ashford)
Gamification of Learning [CLOs 3, 5, 7, & 9]. 1st Post Due by Day 3. In Chapter 4 of the textbook, Willis and Mitchell (2014) discuss the role of video games in learning. While some folks think that gamification is a recent trend, we can find examples of “gamified learning” from the mid-1980s (Knewton, n.d.). Gamification, as the trend is sometimes called, can be an effective tool for instructional designers, teachers, trainers, and facilitators; and it can also be called a useless distraction, pointsification, or mandatory fun. This discussion will be a debate about the merits of gamification in learning.
Debate Grouping (based on the first letter of your last name): A-L: Argue against the use of gamification in learning
M-Z: Argue in support gamification in learning
In your initial post, use research about how the brain learns to justify the appropriateness or inappropriateness of gaming as a learning tool. Whichever position you take, be sure to support your justification with information from the textbook (Willis & Mitchell, 2014) or other scholarly sources such as the Bruder (2015) article listed in the recommended resources section.
Guided Response: Respond to the initial posts of at least two of your peers who were assigned the opposite side of the debate. Draw on brain research to persuade your peer to see your assigned perspective.
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