This is a segment of the original article. Click the "Read More" link at the bottom of the article to see it in full. I did not write this nor do I claim to. This is all curated content that I have read and found interesting.

“Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems” -Zichermann

“Gamification is a business strategy which applies game design techniques to non-game experiences to drive user behavior.”

“Gamification is the infusion of game design techniques, game mechanics, and/or game style into anything.” -Gamification Wiki

All of the above definitions are valid. Gamification is a huge field of study which is growing every day. But as a teacher, none of these definitions are helpful as they seem a bit vague. The make even appear daunting as they apply more to the fields of gaming or business. These definitions leave it up to the teacher to bridge the gap between the finely tuned private sector and their classroom. That is why I looked for an alternative definition which can easily be ported to education. I found it in an article by Lee and Hammer called “Gamification in Education: What, How, Why Bother? “

Lee and Hammer define Gamification as “the use of game mechanics, dynamics, and frameworks to promote desired behaviors.” This definition resonates with me because this is ALL that teachers do all day long. They use pedagogy and classroom management …read more