I found tonight's class a bit confusing. The topic of gamification was foreign to me. I feel the idea is positive because it creates a way for course content to become more relatable to the current generation of digital native students. Using gamification in the classroom opens new doors and expands the mind of students in a whole new way. In the Cuesta Learning video I was amazed to see young children creating video games on their own. Gamification creates rigorous challenges for students to better use their imaginations when relating to education. The use of creating and paying games in the classroom allows students to see the progress they make and how they have improved from one assignment to another. In addition, being able to share the finished products of their games with peers creates a sense of accomplishment for the students. The students are able to socialize in a whole new way through the games. Although there is the concern that using games in the classroom creates a competitive environment I believe the overall ideals of gamification is positive.
Gamification and use of technology in the classroom is very beneficial, it makes students excited about school. Technology is motivating youth to have the desire to learn, this was apparent as well when we looked at the video on the students in Singapore. Watching the students and teachers in Singapore discuss how the students were not dreading attending school, made me think know wonder Asian countries are more advanced in technology. Singapore and other areas have embraced technology to make academics more interesting, leading to MOTIVATION! Motivated Students are students who want to learn.
Have a good night everyone!