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Using Gamification to Motivate Students with Dyslexia
The concept of gamification is receiving increasing attention, particularly for its potential to motivate students. However, to date the majority of studies in the context of education have predominantly focused on University students. This paper explores how gamification could potentially benefit a specific student population, children with dyslexia who are transitioning from primary to secondary school. Two teachers from specialist dyslexia teaching centres used classDojo, a gamification platform, during their teaching sessions for one term. We detail how the teachers appropriated the platform in different ways and how the students discussed classDojo in terms of motivation. These findings have subsequently informed a set of provisional implications for gamification distilling opportunities for future pedagogical uses, gamification design for special education and methodological approaches to how gamification is studied
Embrace Failure, Emphasize Practice: Bringing Gamification into the Language Classroom
poster abstractGamification incentivizes individual learning, promotes greater learner autonomy, and places an emphasis on objective completion by making learning engaging and relevant for students. Gamification is the application of game design elements in non-game contexts with the aim of making something ordinary both fun and rewarding. Components of gamification include accumulative grading, do overs, badges, levels, and sometimes leaderboards. In the classroom, this approach provides a learning environment built to use specific calibration that bridges the gap between what the student knows and what they need to learn. Beyond maintaining the zone of proximal development, this approach fosters persistence by embracing failure. Students are given the chance to redo tasks, thereby turning a failed attempt into an opportunity for success by examining what went wrong and attempting the task again. This is especially important in language classrooms where students’ uptake of the target language is shown to be facilitated by their own language production, regardless of immediate accuracy, because mistakes are viewed as learning opportunities. Beyond the classroom, this approach offers a real-world application to problem-solving and promotes practice as a learning exercise
MeritPatch - Family Collaborative Activities
There is no doubt that the modern family is very busy and disrupted by outside influences. Social trends and expectations have caused many families to become disconnected. There is research that points to overuse of technology as one culprit. Other research suggests that lack of spiritualism has negatively affected families. Regardless of the cause, it can be argued that the more disconnect within a family, the more likely it is for family members to experience negative social, emotional and/or health related issues as well as broken relationships. This study seeks to define family interactions and activities that support a healthy family lifestyle for all members and to create a system by which a family can feel a sense of accomplishment and pride through shared interactions. The study will use design thinking methodology to research through advice interviews and iteratively design based on feedback
THE GAMIFICATION AS A TOOL TO IMPROVE RISK MANAGEMENT IN THE ENTERPRISE
The following article presents the application of the mechanism games,"gamification" as a tool to support risk management in the enterprise. After presenting therisk characterization, risk management and the concept of gamification, we present practicalsteps to be taken in accordance with the concept of gamification, allow for the efficientoperation of Risk Management in any enterprise. We have chosen an enterprises, producingthe small plastics objectives, as an example how the Risk Management System might beimproved by adding the action taken from the gamification mechanisms.risk management, gamification, tool, enterprise
A Social-Centred Gamification Approach to Improve Household Water Use Efficiency
The research community is showing a growing interest in gamification and there are works showing the usefulness of gamification in different problem domains. Recently, a special interest has been given to the gamification design on systems addressing natural resource consumption issues such as to encourage efficient household water consumption. Despite the potential benefits, the gamification design method for such system is not conclusive. In this paper, we proposed a social-centred gamification approach to improve household water use efficiency. The approach firstly identified the water use related social network activities based upon existing popular social network activities. The approach then gamified each identified activity in terms of traditional instruments for improving water use efficiency and gamification rewards. The approach also used a set of indicators to explicitly detect and monitor both online social network activities and offline water use activities. With this approach the gamification effectiveness can be better traced and evaluated.ISS-EWATUS, Integrated Support System for Efficient Water Usage and Resources Management, FP7 project (grant no. 619228), funded by the European Communit
Competing or aiming to be average?: Normification as a means of engaging digital volunteers
Engagement, motivation and active contribution by digital volunteers are key requirements for crowdsourcing and citizen science projects. Many systems use competitive elements, for example point scoring and leaderboards, to achieve these ends. However, while competition may motivate some people, it can have a neutral or demotivating effect on others. In this paper we explore theories of personal and social norms and investigate normification as an alternative approach to engagement, to be used alongside or instead of competitive strategies. We provide a systematic review of existing crowdsourcing and citizen science literature and categorise the ways that theories of norms have been incorporated to date. We then present qualitative interview data from a pro-environmental crowdsourcing study, Close the Door, which reveals normalising attitudes in certain participants. We assess how this links with competitive behaviour and participant performance. Based on our findings and analysis of norm theories, we consider the implications for designers wishing to use normification as an engagement strategy in crowdsourcing and citizen science systems
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