
Before Tina’s presentation, I never thought of using gaming or coding in the classroom. There are two terms that I learned: gamification and game-based learning. According to the University of Waterloo, “gamification applies game elements or a game framework to existing learning activities; game-based learning designs learning activities that are intrinsically game-like” (Gamification and game-based learning). Tina has implemented gamification in her classroom and her students seem to have positively responded to this type of learning. Additionally, “Most games feature elements such as rules, goals, interaction, feedback, problem solving, competition, story, and fun (see Vandercruysse, Vandewaetere, & Clarebout, 2012). Though not all of the elements are needed to successfully gamify a learning activity, carefully selecting those elements that help meet the learning objectives of the course can be useful” (Gamification and game-based learning). In other words, including one game feature can be positive for course material and can be a fun way to reinforce learning. One gamification feature that my high school teachers used was Kahoot. You have to answer multiple-choice questions and there is a leaderboard for who can get the correct answer the quickest. My high school teachers used it as review and our class loved them because they were fun.
To continue, a gaming site that was suggested was Hour Code. I found a cute game called Code Monkey. You have to click arrows that are given on your screen to move the monkey to a banana or a treasure chest. The arrows you click have to be exact or else your monkey will not get to the banana or treasure chest. I thought this game would be a great introduction to gaming for kindergarten. Kindergarteners struggle with direction and obviously do not know anything about gaming. This game would be great for getting kindergarteners use to specific directions and basic gaming.

Another option is to use a no-technology game. Students can direct one student with arrows on the floor. The one student can only move with specific arrow directions, students can lead that one person to a place in a classroom and work together.
Works Cited:
“Gamification and Game-Based Learning.” Centre for Teaching Excellence, University of Waterloo, https://uwaterloo.ca/centre-for-teaching-excellence/teaching-resources/teaching-tips/educational-technologies/all/gamification-and-game-based-learning.
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