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n Chapter 4 of the textbook, Willis and Mitchell (2014) discuss the role of video games in learning. While some folks think that gamification is a recent trend, we can find examples of "gamified learning" from the mid-1980s (Knewton, n.d.). Gamification, as the trend is sometimes called, can be an effective tool for instructional designers, teachers, trainers, and facilitators; and it can also be called a useless distraction, pointsification, or mandatory fun. This discussion will be a debate about the merits of gamification in learning.
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Debate Grouping (based on the first letter of your last name):
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M-Z: Argue in support gamification in learning
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In your initial post, use research about how the brain learns to justify the appropriateness or inappropriateness of gaming as a learning tool. Whichever position you take, be sure to support your justification with information from the textbook (Willis & Mitchell, 2014) or other scholarly sources such as the Bruder (2015) article listed in the recommended resources section.
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