Many innovative educators have found ways to use Minecraft in new and exciting ways. One specific way being in its connection to literature and reading/writing. I hope to implement this in my writing stations so that students can infuse elements of play and collaboration when working in developing their writing.
Gimkit is a newer K-12 program that includes gamified elements within their different quiz programs. Gimkit is releasing a new writing tools to engage students in writing growth through gamification. Many times, I can only use gamification within content based practice, but it is rare to see it in a more abstract concept.
In the corporate world, gamification is being applied in training modules to create more interactive and engaging learning experiences for employees. Gamification is all about integrating the best game practices with non-gaming tasks in order to boost productivity and learning. With gamification, mega-corporations and even small businesses are trying to break free from that mold, and make work-life interesting for their employees. Some of the best workplace productivity apps using gamification in 2020 are included within this article.
Although I work mainly in a K-12 setting, there are competitive specific eLearning companies that are devoted to gamification in adult learning. I hope to consider the way in which innovations in gamification at the K-12 level can be applied to adult learning environments.
Kids and adults alike are constantly flocking to new games, especially collaborative games when many people feel isolated from each other. In recent weeks, Among Us is a game which has become very popular amongst teenagers. The aspects of collaborative and social play challenge me to consider ways in which gamification can evolve to help support social emotional learning as well as knowledge acquisition.