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Is Angry Birds the Gateway to Gamification in the Classroom?

Many would argue that there is a clear distinction between videogames and the art of gamification since the latter specifically applies game mechanics to non-game contexts. However, with a generation brought up on videogames and the need to engage these children in the classroom, the lines are becoming ever more blurred.

Traditionally, one may think of gamification in the classroom as an instance where a game was specifically designed and implemented in order to achieve learning through the application of game mechanics. This embodies the stereotypical edu-tech games like Mavis Beacon where students are taught how to type more effectively through a series of challenges. Games like Mavis Beacon apply gamification through the use of game mechanics like rewards to incentivize completion (whether by points, badges or leveling up), leaderboards to instill competition amongst other participants, and analytics to track the progress of the player as well as overall implementation success.

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In Defense of Trophies: The Case for Rewarding Every Step

This week, Ashley Merryman (co-author with Po Bronson of two books on motivation) wrote a startlingly misguided op-ed in the New York Times entitled Losing is Good For You. The title suggests that the author was going to dive into the teaching power of failure (which is amazing). Instead, it’s a thinly supported screed against “rewarding kids for just showing up,” and judging from the comments it’s touched the Lazy Millennial nerve as well. While the authors deserve creative credit for creating a new middle class bogeyman in the form of the “Trophy-Industrial Complex”, the rest of the article is full of intellectual leaps that might leave parents and educators with the wrong impression.

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