Two Ways to Use Gamification in Your Classroom
By Rachael Brothers
Lisa Pavia-Higel, the assistant professor of communication at Jefferson college, recently wrote an article addressing two common problems in the classroom. The lack of student participation and student's high levels of test anxiety.
She addressed these two problems by experimenting and researching, particularly in the field of gamification. Gamification (game thinking in non-game contexts to engage in learning) has been known to result in a state of learning that is more engaged, focused, and increases memory skills.
As a result of her research into Gamification, Pavia-Higel devised a solution using concepts like flow and fiero to enhance her classroom lectures. She introduced trivia game nights into the classroom and used "mulligans" as rewards for correct answers.
By using the trivia prizes as incentive for memorization and participation, Pavia-Higel brought students into actively participating in classroom discussion and studying the material for answers. Thereby increasing student participation and reducing test anxiety through their confidant knowledge of the material.
The whole article can be read online in the August 18, 2014 issue of Faculty Focus.
Pavia-Higel, L. (2014, August 18). Using Mulligans to Enhance Student Participation and Reduce Test Anxiety Comments. Retrieved September 15, 2014, from www.facultyfocus.com/articles/teaching-and-learning/using-mulligans-enhance-student-participation-reduce-text-anxiety/