“Gamification” is the use of game-design thinking in non-game applications to make them more fun. It’s a concept that’s taking hold in Canadian classrooms, as some educators and technology companies make use of strategies and problem-solving techniques from video games, adapting them to motivate kids to learn.
For example, to encourage kids to read, one computer program, Lexica, uses cool graphics, plus the building aspects of a popular game like Minecraft. Students take books off virtual shelves and successfully complete reading exercises in order to collect customizable blocks and accessories for their imaginary worlds. By tapping into the natural, human desire to compete and play, these game-like methods make it easy to engage students with the curriculum.
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