Monday, March 19, 2012

Gamification Infographic

In this quest I am to located in the graphic below were my life intersects gamification of education. I would have to say when I became a technology teacher in 2001. I already graduated from high school long before computers started making an impact in education. With that being said any teacher today knows that technology in education, especially in lower income areas, is very unequal. So, in 2001 the kids, were I teach, were still using Carmen San Deigo and Reader Rabbit; which, according to the graphic, were introduced in 1985, if memory serves the copyright when I used them was 1995 (yes in 2001). Needless to say, now I'm see my district using products like iXL Math and online curriculum from Pearson. This to me is not gaming in the way I'm learning to think about it in the course, but online curriculum pure and simply. I have already started to hear from the kids how bored they are with these products. This is telling me that this form of online material does NOT excite the kids, but if you add a front end program like 3D Game Lab I believe the kids would be more eager to continue to learn.

Gamification of Education
Created by Knewton and Column Five Media

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