Recall that one of the major benefits of using technology in the classroom is the ability to differentiate instruction to meet the needs of every student in every lesson. Just as each student grows and develops at different rates, research tells us that students also learn in different ways. Jane McGonagall is an expert at differentiation through the use of games, which is sometimes described as a form of gamification. As featured in her engaging TED Talk (2010), Gaming can make a better world (http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world) ; she discusses gamification in classroom contexts.
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Create your assignment using the content and written communication instructions below. Use the Grading Rubric to review your assignment before submission to ensure you have met the distinguished performance for each of the components described below.
Compose a formal written response that addresses the following;
•Gamification Influences (1 point): Evaluate the potential influences gamification can have on teaching and learning.
•Gamification and Motivation (1 point): Evaluate the science behind learner motivation and its connection with gamification.
•Differentiation Support (2 points): Analyze how gamifying supports differentiated ways to teach and learn.
•Technologies (1 point): Discuss how specific technologies and gamification are being used to enhance teaching and learning and motivate learners.
Written Communication Instructions
•Length Requirement (1 point): Five to seven pages including the title and references pages.
•Syntax and Mechanics (1 point): Display meticulous comprehension and organization of syntax and mechanics, such as spelling and grammar.
•Source Requirement (1 point): Utilize at least three sources in addition to TED (2010) video. All sources on the references page need to be used and cited correctly within the body of the assignment.
•APA Formatting (1 point): Use APA formatting consistently throughout the assignment.
Use these references below to assist with completing paper:
(THIS VIDEO IS REQUIRED FOR ASSIGNMENT) Technology, Entertainment and Design [TED]. (2010, February). Gaming can make a better world [Video file] Retrieved from http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
Boster, F.J., Meyer, G.S., Roberto, A.J. & Inge, C.C. (2002). A Report on the Effect of the
United streaming Application on Educational Performance. Retrieved from
Ellis, K. (2009, May 27). Student mentors teach game design. [Video file] Retrieved from http://www.edutopia.org/digital-generation-game-design-video
Framework for 21st century learning. (n.d.). Retrieved from http://www.p21.org/our-work/p21-framework.
Knowledge Delivery Systems (2013, June 5). 21st century skills: Rethinking how students learn. [Video file]. Retrieved from http://www.youtube.com/watch?v=qMG5dvhEzyo
McCombs, B. (2000). Assessing the role of educational technology in the teaching and learning process: A learner-centered perspective. The Secretary’s Conference on Educational Technology 2000. Retrieved from http://files.eric.ed.gov/fulltext/ED452830.pdf
Takeuchi, L. & Vaala, S. (2014, Oct. 20). Leveling up learning: A national survey on teaching with digital games. Retrieved from http://www.joanganzcooneycenter.org/publication/level-up-learning-a- national-survey-on-teaching-with-digital-games/
TED. (2009, July) The puzzle of motivation. [Video file] Retrieved from http://www.ted.com/talks/dan_pink_on_motivation?language=en
Teknolojileri, B. (2013, May). 21st century skills [Video file]. Retrieved from http://www.youtube.com/watch?v=qwJIhZcAd0I