There is certain ways to learn in school and I believe that if we ask children, “what is school?” they would answer “books, homework and tests”, if we would ask them “what is game?” they would answer “videogames, computers and fun”, so why not combine books and games and make it fun to learn? That´s why I have chosen to use gamification in this lesson. I think it´s a way to engage students, stimulate their interests, get their attention, and maintain a positive attitude in an encouragement environment. Lesson plan We will work with reading comprehension in this class. The pupils should have red a book when they come to the class because it´s time for them to work deeper with the book, the pupils will learn to understand and interpret the content of text. I will create a map that will hang on the wall …show more content…
The American psychologist Edward Deci observed students who solved puzzles and some of them were offered cash prizes and some of them were not. He saw that those who had been given financial rewards were less motivated to do the puzzles to the end of the experiment. His conclusion was that it doesn´t always lead to motivation by rewarding someone, the rewards can undermine the enjoyment of the action (bbc). American writer Alfie Kohn later published a series of books arguing that a "do this and get that" might stimulate wanted behaviors in the short-term but will fail at the end. There are also some of critics that are asking questions like: could gamification actually undermine motivation and won't it trigger addiction? (bbc). There are pros and cons for the most, I agree with Danah Boyd who says that gamification is: “It’s a modern-day form of manipulation. And like all cognitive manipulation, it can help people and it can hurt people. And we will see both.”– danah boyd, researcher, Microsoft and Harvard’s Berkman Center
knowing your going to receive a prize for participating makes you lazy. If i knew i was going to get a prize for watching 200 plus hours of tv i would do it in a heart beat, but knowing that the guy who watched two hours gets the same prize would make me not want to do it. Prizes for participation leads to lack of interest and laziness. You wont receive a diploma just for sitting in the classroom staring at a board. Thats a reward that takes effort, and time.
In school, lectures to young students can be very boring and cause them to get side track and not pay attention which could be harmful to their grade, but what if you put the teaching into a video game? It is almost sure that a young student would sit and pay attention as he or she plays the game to finish the level, but in the end actually learn something. On another aspect, Sohn also has another quote from Gee exclaiming, “Kids diagnosed with ADHD because they can 't pay attention will play games for 9 straight hours on the computer . . . The game focuses attention in a way that school
When doing this task I made sure to use real life example for the words, so they could get a better understand of the word. Once they start to recognize the words it was easier for them to spell and comprehend the meaning. I word have to direct the class to pull ou the book and make sure they were reading after they finish their work. Also, I went of many of the kids wam ups and exits tickets. Activity 7
This semester has been an ongoing challenge for me but has been an enjoyable one and I have not been presented with any impossible tasks. I have never been much of a writer, and during the course of this semester, I 've struggled to meet length requirements on the assigned essays. However, I do understand that not everyone is an excellent writer or even has to enjoy writing to get a good grade in this 1A class. From the start, with the first essay, I pushed myself to do my best and looked to multiple outlets to polish my writing, such as the online tutor, the writing center, the internet and the writer 's handbook.
In the article Dream Machines, Will Wright tries to persuade his audience to understand that video games have positive effects on the players, such as creativity, community, self-esteem, and problem solving. Wright gives many great reasons and evidence throughout his article supporting his claim. Wright shows an example and reasoning of how games help with problem-solving skills.
I have always found writing hard but now I enjoy it more. I 'm not going to lie and say that it 's easy for me because it 's hard. I get lost with my thoughts a lot. What I say sounds way better then when I put it down on a paper. I have been wanting to write a small book of something.
Then, I had few students who loved the challenge and couldn’t wait to earn “rewards”. Then the final few who, I guess is who I was trying to motivate, wasn’t motivated by the rewards or nothing for that matter. No matter the reward, except field trips, a couple students were unmotivated.
Reflective Practice in the Early Years Tools for Practitioners 1. Introduction “We do not learn from experience... we learn from reflecting on experience.” -John Dewey- You have probably heard the term “reflective practice”, but do you really know what this means?
Mason argues that the gamification of work through mobile apps is used to remotely manage workers by encouraging laborers to work more for less money. The psychology behind it is that games “deliver an instantaneous, visceral experience of success and reward . . . to promote emotional engagement with the work process, increase workers’ psychological investment in completing otherwise uninspiring tasks, and to influence, or ‘nudge,’ workers’ behavior” (Mason 2). Setting up work to be like a game provides incentive that motivates workers to improve, giving validation to those that work most efficiently. From her own firsthand experience working for Lyft, Mason recognizes how addicting the gamification process can be and constantly feeling pressure to become a more highly-rated driver.
For employees, things that aren’t intrinsically interesting requires extrinsic rewards to motivate. Employees can be motivated by extrinsic rewards such as additional monetary compensation, gifts, gift cards, or other monetary rewards. These types of rewards could lead to improved performance and higher motivation. It would also motivate a worker, but only satisfies the person’s lower-level needs. The flip side to this type of motivation stimuli, employees will want the same or better reward to maintain the same level of motivation and performance outcomes.
What does writing mean to me? Writing means getting people engaged in your piece. It means people wanting to keep reading what you wrote. The biggest thing about writing to me is expressing your thoughts and letting your mind go. Using good word choice and having a strong voice in the writing is something that makes it good.
To this point, Mars Company seems to meet almost all the need categories, intrinsic and extrinsic motivational factors. It is probably one of the reasons of why the organisation is among the world’s best places to work. However no everything is so good, there are still some slightly downsides and gaps to fulfil in regards of motivation and some others limitations in terms of the theories exposed. Maslow’s theory is also considered, especially for the bottom levels, the carrot and stick motivation approach.
Academic success to me is achieving good grades and understanding the material to get good grades. Academic success also means to have an good attendance. I already get mostly A’s and B’s, but I am not good at staying on top of things. To improve my academic success I will attend class more often, be more organized, pay attention in class, and not procrastinate.
Being a teacher is a journey that has much to do with learning about yourself and being aware that what happens in your classroom reflects only on how are you with yourself. Teachers are not conscious that they project into students, and that affects how things go in the classroom. I believe the first characteristic of a good teacher is that he/ she is always willing to analyze his/her teaching performance. Second the teacher is humble enough to receive input about the development and application of techniques, learning from it and improving.
It was concluded that the use of gamified activities increased students’ commitment to do the required readings, changed their beliefs about the task value of gamification as an instructional tool in Dr. Ferdinand’s class, increased participation as in Romeo’s testimony, and the opportunity and determination to try multiple times without the fear of failing. However, some types of positive behavior rewarded in class such altruism or punctuality can be verified as a positive change of behavior. This could be researched in independent mixed -method study researching the effect of gamification before and after or in comparison groups. Authentic learning activities or products should be one of the benefits of the successful integration of gamification according to Kapp, Blair & Mesch (2014). They posited that authentic learning activities are the ones, which could be transferred and linked to real-life skills and scenarios.