Apps such as Class Dojo, Socrative, Nearpod, Zondle and Play Brighter tend to dominate most conversations about gamification in education. This focus on technology can alienate teachers who may think, "I don't have any computers in my room, so that leaves me out!"
Yet "gamifying your classroom" simply means using game mechanics to motivate students, argued Linda T. Darcy in an ASCD Express article. The characteristics of a good game are the same, she said, whether that game is on the Internet or in a box with dice and a board.
Darcy offered five practices teachers can use to encourage game-like engagement in the classroom, and none of the practices requires technology.
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Article by Celine Provini, EducationWorld Editor