Classroom Gamification: What Works and What Does Not
Title:
Classroom Gamification: What Works and What Does Not
Year:
2016
Original Order:
1158
Game:
2016-SEM1685346
Group:
Western Kentucky University
Short Description:
Not every attempt at gamifying the classroom works. We'll facilitate a conversation on the best practices and those to avoid when attempting to achieve course learning objectives.
Long Description:
Face it; not every form of classroom gamification works, but we learn more from our failures than our successes. This seminar will facilitate a conversation on what works in the classroom and what doesn’t. The motivation for this course came from an experience with a 2015 Floodplain Management course at Western Kentucky University. Since 2007, my student pass rates for the national certification exam for floodplain managers (Certified Floodplain Manager – CFM exam) averaged about 80 percent. However, in 2015 only one out of seven students who took the exam passed it. This occurred even though more class time was spent on CFM topics than in previous years and more time was spent on learning games.
Event Type:
SEM - Seminar
Minimum Players:
5
Maximum Players:
30
Age Required:
21+
Experience Required:
None (You've never played before - rules will be taught)