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"Tiger Tales" October, 2016 Ms. Wallace RM 101: Ft. Towson 3 Grade 580-873-2780 Lwallace16@student - Se.edu

The document is a newsletter from Ms. Wallace, a 3rd grade teacher, welcoming parents to the new school year. She states that she is excited to get to know the students and that parents' support is important. Ms. Wallace also notes that this year the classroom will incorporate gamification techniques, which studies have shown can help children learn, by making learning more engaging, flexible, collaborative, and competitive in a way that encourages problem solving rather than penalties. The newsletter provides background on gamification, examples of its benefits, and statistics on its impact on student engagement and productivity.

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Lindsey Wilson
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0% found this document useful (0 votes)
19 views

"Tiger Tales" October, 2016 Ms. Wallace RM 101: Ft. Towson 3 Grade 580-873-2780 Lwallace16@student - Se.edu

The document is a newsletter from Ms. Wallace, a 3rd grade teacher, welcoming parents to the new school year. She states that she is excited to get to know the students and that parents' support is important. Ms. Wallace also notes that this year the classroom will incorporate gamification techniques, which studies have shown can help children learn, by making learning more engaging, flexible, collaborative, and competitive in a way that encourages problem solving rather than penalties. The newsletter provides background on gamification, examples of its benefits, and statistics on its impact on student engagement and productivity.

Uploaded by

Lindsey Wilson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Tiger Tales

October, 2016
Ms. Wallace
Rm 101
Ft. Towson 3rd Grade
580-873-2780
[email protected]
Welcome! I am very excited about getting to
know your child and hope that you and your
child are anticipating a wonderful year.
We are making exciting new changes this year
by incorporating gamification into the
classroom. Studies have shown that using
gamification techniques actually help children
learn.
As we begin this year your help and support is
vital to the success of your childs development.
Ms. Wallace

Why playing is the future of learning:

Engagement: At the most basic level,


these suggestions make students more
interested in what they are learning.
Flexibility: Incorporating gamification
elements allows students to develop
increased mental flexibility and problem
solving abilities.
Competition: Games and game-based
learning elements play on the natural
human desire for competition. In this
case, a form of competition in which
people can learn from their failures
rather than be penalized for them.
Collaboration: In a hyper-connected
world, students need to be capable
collaborators both with others local and
online.

What is Gamification?
Gamification is the idea of applying
gaming mechanics to non-gaming
situations. Popular games are
motivating to players.
When playing your favorite game, try
to think about why it is so enjoyable
to you and how you might recreate
this experience and incorporate
gamification in the classroom.

Gamification Statistics

70% of teachers said they


saw an increase in student
engagement when using
educational video games.
80% of learners said they
would be more productive if
their learning or job was
more game-like.

References
Discover, K. (n.d.). Gamification in the Classroom - Kids Discover. Retrieved October 07, 2016, from
http://www.kidsdiscover.com/teacherresources/gamification-in-the-classroom/
@. (2014). 5 Easy Steps to #Gamifying #HigherEd - OnlineUniversities.com. Retrieved October 07,
2016, from http://www.onlineuniversities.com/blog/2013/07/5-easy-steps-to-gamifying-highereed/
By Jessica Sanders - Apr 27, 2015. (n.d.). By the Numbers: 10 Stats on the Growth of Gamification.
Retrieved October 07, 2016, from http://www.gamesandlearning.org/2015/04/27/by-the-numbers10-stats-on-the-growth-of-gamification/

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