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The Case for a Gamified Classroom

Complete video at: Nt Etuk of DimensionU argues students would be motivated to perform better in the classroom if schools took a few cues from the gaming world. For starters, he says, make the classroom a more controlled, personalized space that fosters an environment where students are safe to fail. ----- Learning to Love Fun Again: Education and Training the Gamified Way Traditional education already has many game mechanics at play: scores give points for academic achievement, students level up through grade levels, finals represent a stressful boss level of all you've learned so far. The problem is that so far, the game has been designed poorly. Gamification has already begun to help educators reach their students in new and innovative ways. Pearson, Rosetta Stone, and Tabula Digita share their experience in bringing fun to the classroom. Ntiedo (NT) Etuk is Founder and Chief Executive Officer of Tabula Digita the company behind DimensionU -- a universe of multi-player educational video games where students learn, compete, and collaborate, globally, in K-12 subjects such as math, literacy, science and history. The Gamification Summit brings together top thought leaders in game mechanics and engagement science. Hear what works and what doesn't in this dynamic and fast-moving field through case studies, keynotes and panels delivered by experts such as Gabe Zichermann (Game-Based Marketing), James Gardner (Spigit), Jon Radoff (Disruptor Beam), Michael Wu (Lithium) and Alexandra Wilkis Wilson (founder of Gilt Groupe). Learn how game mechanics and the new science of engagement are rewriting the rules of brand marketing, product design and customer acquisition and get your business in the game.
Length: 03:08


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