What if I could harness the power of the game? Is it possible to motivate students to read more if they feel like they're playing a game? That's what I'm going to try to find out...
Gamification is a concept that applies the elements of game play to non-game activities. Challenges, quests, competition, teams, power-ups, badges, and leaderboards are all examples of game elements that might be incorporated into the classroom. For example, an assignment such as writing an essay is presented as a quest and awarded with XP instead of a letter grade. As XP is earned more challenges are unlocked.
Game-based learning uses games to teach concepts and skills. A quiz is presented in the form of a game of jeopardy, for example.
I proposed a two-year study: the first year I study what activities and types of gamification and game-based experiences motivate students to read/learn content. In the second year, I employ the most successful gamification and gaming methods learned in the first year to one class while using traditional methods in another to see how they compare in terms of engagement during class discussion, content read/learned, and performance on exams, papers and projects.