Gaming and Gamification in Education


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The history and future of gaming and gamification in education

Storyboard Text

  • Gaming and gamification in the 80's
  • Gaming and Gamification in the 90's
  • Gaming and Gamification 2000-2010
  • In the early stages of technology in education, we saw the inception of educational games such as Where in the World is Carmen Sandiego?, SimCity and The Legend of Zelda.
  • Current Trends in Gaming and Gamification in Education
  • Throughout the 90's, virtual reality became became more popular in the gaming world, and handheld devices were introduced.
  • Ways to Implement Gaming and Gamification into the Classroom
  • Role playing games became very popular in this time frame with games like The World of Warcraft.
  • Future of Gaming and Gamification in Education
  • Currently, districts are using gaming and gamification to enhance curriculum and drive instruction.
  • Gamify grading by awarding experience points for student achievements, award students with badges to track progress, integrate educational video games into your curriculum, and encourage competition with devices such as iclickers.
  • Game based learning is becoming the standard training method and is shifting toward mobile technology, learning games are becoming more achievable and focusing on interactivity, we are seeing more learner-led education and social gaming in education, and we are able to more effectively track achievement.
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