Welcome back for chapter 2 of our book study on Explore Like A Pirate. If you missed the first chapter, you can check it out here. We've been studying how gamification can engage students and take your content to a whole new level.
First, what is gamification? "Gamification is applying the most motivational techniques of games to non-game settings, like classrooms…[It] includes elements of game theory, design thinking, and informational literacy. It is a framework laid over your curriculum that is fluid and tangible at all skill levels."
Before we go any further in our book, we need to dispel some myths about gamification and game-based course design.
Basically, you don't need much "stuff" (technology, accessories, etc), you just need creativity and the desire to get your students engaged. It's not a "move away from rigorous education, but instead, a move into real-world problem solving, project-based learning, and design thinking."
As we move further into the book, we'll learn more about how to apply these techniques to our everyday curriculum. Join us next Tuesday for more info and ideas on gamifying your classroom. Now check out what others had to say about chapter 2 of Explore Like A Pirate.