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GAMIFICATION
GAMIFICATION TAKES ASSIGNMENTS AND ACTIVITIES AND PUTS THEM INTO A COMPETITIVE
GAME TO MAKE LEARNING MORE OF AN INTERACTIVE EXPERIENCE. THERE ARE MANY
LEARNING-BASED APPS AND INSTRUCTIONAL TECHNOLOGIES TEACHERS CAN USE TO ADD AN
ELEMENT OF GAMIFICATION TO THE CLASSROOM. ONE EXAMPLE IS DUOLINGO, AN ONLINE
LEARNING TOOL THAT HELPS STUDENTS LEARN LANGUAGES THROUGH FUN, GAME-LIKE
LESSONS. TEACHERS CAN TRACK STUDENTS' PROGRESS WHILE STUDENTS CAN EARN “POINTS”
FOR PROGRESSING THROUGH LESSONS. OTHER EXAMPLES INCLUDE APPS LIKE BRAINSCAPE,
VIRTUAL REALITY HOUSE, AND GIMKIT, JUST TO NAME A FEW.
SIMULATIONS
WITHIN CONNECTIVISM, LEARNING OCCURS WHEN PEERS ARE CONNECTED AND SHARE OPINIONS, VIEWPOINTS, AND
IDEAS THROUGH A COLLABORATIVE PROCESS. CONNECTIVISM ALLOWS A COMMUNITY OF PEOPLE TO LEGITIMIZE WHAT
THEY’RE DOING, SO KNOWLEDGE CAN BE SPREAD MORE QUICKLY THROUGH MULTIPLE COMMUNITIES.
IT EMPOWERS STUDENTS AND TEACHERS.
CONNECTIVISM SHIFTS THE LEARNING RESPONSIBILITIES FROM THE TEACHER TO THE STUDENT. IT’S UP TO THE
LEARNER TO CREATE THEIR OWN LEARNING EXPERIENCE. THE ROLE OF THE EDUCATOR THEN BECOMES TO “CREATE
LEARNING ECOLOGIES, SHAPE COMMUNITIES, AND RELEASE LEARNERS INTO THE ENVIRONMENT” (SIEMENS, 2003).
IT EMBRACES DIVERSITY.
CONNECTIVISM SUPPORTS INDIVIDUAL PERSPECTIVES AND THE DIVERSITY OF OPINIONS, THEORETICALLY PROVIDING
FOR NO HIERARCHY IN THE VALUE OF KNOWLEDGE.
IF YOU'RE A CURRENT EDUCATOR OR ASPIRING TO BE ONE, IT'S IMPORTANT TO UNDERSTAND HOW DIFFERENT LEARNING
THEORIES CAN BENEFIT YOUR CLASSROOM AND HELP YOUR STUDENTS FIND SUCCESS