• Over 75% of people are gamers.  This includes video games, computer games, board games, and role-playing games.
  • We spend more than 3 billion hours a week playing some type of game.  This is what we do for fun!
  • The most effective use of gamification happens when students can show their progress, increase engagement, be faced with new challenges, and instill a sense of accomplishment.
  • Games have to be interesting and entertaining in order to achieve the intended learning. Games that focus heavily on learning outcomes have been proven to lose their appeal to students.  
  • Engaging students means understanding and using game mechanics, not just handing out badges and points.
  • Game Mechanics learners enjoy:
    1. Progressing to different levels
    2. Real time feedback
    3. Avatars
    4. Virtual currencies
    5. Activity feed
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