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Conquer Your Quest
A Guide to Lesson Planning with Classcraft
Annotated Resources
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer.
Karl Kapp's book, The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education, appeals to educators because it describes the benefits of effective instruction that includes Gamification. Gamification is the method of teaching through gaming systems, such as Classcraft, so students are able to connect and understand in a more meaningful way. Kapp writes that games “help create challenges to engage learners, set goals, and provide feedback on [student’s] progress while providing a safe environment to practice skills” (Kapp, 2012). This resource is particularly beneficial for educators who are interested in enhancing their instruction with technology.
Klopfer, E., Osterweil, S., Groff, J., & Haas, J. (2009). The instructional power of digital games social networking simulations and how teachers can leverage them. Education Arcade, 1-23. Retrieved January 30, 2016, from http://education.mit.edu/wp-content/uploads/2015/01/GamesSimsSocNets_EdArcade.pdf.
Klopfer, Osterweil, Groff, and Haas, authors of "The Instructional Power of Digital Games Social Networking Simulations and How Teachers Can Leverage Them," writes about the benefits of incoprorating digital gaming into a classroom to establish social networking. The generation that is currently being educated has a need to social network, and gamining systems provide a safe and secure way for students to establish this foundation. This article also touched on how gaming is helpful when bridging the gaps between students. It creates a common setting in which students are able to grow. They wrote, “[gamification] creates authentic learning experiences and bridges the gap between the classroom and the real world” (Groff, Klopfer, & Osterweil, 2015).
Martens, Marianne (2014). Reading and "Gamification". Children & Libraries: The Journal of the Association for Library Service to Children 12(4), 19-25. Retrieved from http://digitalcommons.kent.edu/slispubs/32.
Martens, author of "Reading and Gamification," appeals to educators because it speaks on behalf of the importance of gamifying a classroom to fit the needs of all children. Marianne Martens, author of "Reading and Gamification," promotes the idea behind creating an engaging reading world to enhance the learning of all. In her journal she speaks about how teachers can create digital classrooms that involve all students in reading while creating a reading world in which children are excited to be a part of. This journal provides various additional resources that teachers can access when creating this technologyenhanced classroom.
Shapiro, J. (2014, April 22). Tapping into the potential of games and uninhibited play for learning. Retrieved January 28, 2016, from http://ww2.kqed.org/mindshift/2014/04/22/tapping-into-the-potential-of-video-games-and-uninhibited-play-for-learning-education/
Shapiro's article, "Tapping Into the Potential of Games and Uninhibited Play for Learning," provides explanation on the importance of games in an educational setting. In this article, Shapiro quotes," any game you play involves some kind of learning” (Shapiro, 2014). She supports the idea behind play and how important it is for all students. Students are always learning and games provide a comfortable setting in which they are in a familiar learning setting. Childhood begins with play, and this article supports the importance behind play in the form of gamification in the classroom.
Wood, L. C., & Reiners, T. (2012). Gamification in logistics and supply chain education: Extending active learning. International Conference on Internet Technologies and Societies, 1-8. Retrieved January 30, 2016, from https://aut.researchgateway.ac.nz/bitstream/handle/10292/6202/Wood-Reiners-2012-Post-print-Gamification.
Wood and Reiners, authors of "Gamification in Logistics and Supply Chain Education," are an additional set of authors that promote the benefits of using gaming systems or gamification in the classroom to close the gap between students and create an "equal playing ground." These authors note, "gamification improves engagement of diverse students by closing the gap” (Wood & Reiners, 2012). Students in today's classrooms are from various ethnic, racial, and economic backgrounds, yet most students are aware of gaming systems and how to interact with them. By creating a classroom that enhances learning with gaming technology, Wood and Reiners describe how beneficial this is for students. This article provides teachers another positive to becoming a gamification and technology enhanced classroom.
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