Sunday, February 15, 2015

Gamification Resource for Turning a College Student Into a Self-Directed Learner


I thought this resource would be a welcomed break from reading literature on gamification. It appeals to the visual learner and is actually based on research. This infographic (a new concept to me) was based on a survey conducted by the Association for Talent Development (ASTD). ASTD found that out of 551 of the people who took the survey, 25 % utilize gamification as a learning tool in their organizations, and... "49 percent use gamification for training all employees, 42 percent use it for new employee orientation, and 34 percent use it for high-potential employee development programs." 

Statistics aside, It is exciting to hear about all of the benefits of gamifying education and the work place. This fun infograph is chock full of really interesting statistics and information that argue for the gamification of our educational system. What struck me is the 1.2 million students who fail to graduate. It is clear to me that we are in need (and over due) for a revamp of our educational system. What if we begin SDL development even before getting into college? Gamification is one way to support that development.

Now I also found this infograph to evoke some nostalgia in me. "A Short History of Gamified Learning" showed games such as Carmen Sandiego, The Legend of Zelda, Mavis Beacon Teaches Typing (hey that's what I used when I taught myself to type!!). These were all games I grew up with. They were intelligent and inspiring. I found this infograph to support the Jenny's blog on how gamification can support college students to becoming SDLs. 

1 comment:

  1. As a visual learner, I love your info graphic. In the last year, I have totally changed the way I look at gaming. In the past, it has always been frowned upon and discouraged for students to say they were "playing" on the computer. There was to be no "playing" on the computer at school. Students were to be working or learning on the computer. Last summer, I was fortunate enough to attend ISTE in Atlanta, GA. I went to several workshops on gaming in the classroom. I was fascinated to hear the statistics on how gaming has helped students who were otherwise unsuccessful with learning at school and potential dropouts. These students became engaged and successful students who enjoy coming to school. It is hard to believe that with all the money that is spent in this country on education that 1.2 million students fail to graduate. It is obvious that what we're doing for these students does not work and something new needs to be tried. If any of these students could be reached through gamification, then we need to look at that as a viable option. We should not be willing for any student in this country to not receive the basic education that is available to them for free. As educators, we need to look at all options so that all students can be successful.

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