This came across my Twitter feed today (thanks @peterskillen), and I found it fascinating. I’ve been thinking about gamification in education, and ways that it might be of use. I found lots of things to consider and think about in this graphic. Have a look. What do you think?
Created by Knewton and Column Five Media
Hi Colin,
Thanks for the infographic, although I must confess, it makes me nervous.
I don’t want people to think that if they merely harvest certain aspects of games, they can reap student engagement. That does a disservice to both games and to learning. The timeline is a bit misleading – although Whyville was created with an educational purpose in mind (specifically, to interest girls in science and math), I don’t know if or how some of those others belong there. I’d recommend reading James Paul Gee’s book for a more powerful take on gaming and learning – or you can visit an upcoming webinar at http://tlvirtualcafe.wikispaces.com on March 5 about gaming – one of the sections deals with the difference between appropriating and embracing games at school. Let’s talk more! No offense meant.
LikeLike
Hey Diana, thanks for that. I’ll freely admit that I don’t know much about the whole gamification concept, and that this struck me as an interesting starting point. I totally agree that you can’t simplify something like this down to a graphic. I just found it interesting. I’ll see if I can join the webinar for sure to learn some more, as I do find the whole concept fascinating.
LikeLike