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In the United States Chris Johnson Jersey , the standard or normal work week is 40 hours. Any hours worked beyond forty, are considered overtime. So, what do we call clocking 45 hours a week playing games? GAMIFICATION. There are over 5 million people spending at least 45 hours a week playing games.
Worldwide, it is estimated that people play video and computer games three billion hours a week. It is obvious a lot of time and energy is dedicated to playing electronic games.
What motivates people to consistently spend their time playing games? After all, some people claim, \time is money\ while others say, \time is precious.\ Time is something that cannot be bought or replaced.
Thus, one ponders if education can profit from gamification and if so, in what capacity?
What is Gamification?
What is gamification? According to Kapp (2012) and Renaud and Wagoner (2011) Jermaine Gresham Jersey , gamification is defined as \a system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback that results in a quantifiable outcome often eliciting an emotional reaction\. Gamification is also defined as using elements of game design in a non-game context.
As such, \how can we as a profession command from gamification in education?\ What do games do for students who play them? Cohen (2011) and Badjor and Dragolea (2011) believe that it encourages students to:
* Be Curious – We can Relate, let\s Remember, \Curious George\
* Have Imagination – Ok, Imagination is what Fosters Creativity and Innovation
* Sense of Play – Acceptable, as Both Children and Adults Crave Play
* Fun – Seriously Deone Bucannon Jersey , Who Doesn\t Want to have Fun