Gaming Superpower Summary and Overview
For most of our students, gaming is a part of everyday life. “Teens, Videogaming, and Civics,” a report published by the Pew Internet & American Life Project, states that 97% of American youth between the ages of 12 to 17 play electronic games regularly (Pew, 2011).
Kids love video games because well-constructed games increase motivation and engagement. Game designers can capture time, attention, and resources by putting people into a state of “flow.” Ralph Koster, a well known game designer, writes, “With games, learning is the drug” (Koster, 2005).
As students increase the strength of this superpower, their ability to motivate and engage others will increase. They will create settings and situations where people want to try new things, do new work, and gain an epic win!
Specifically, the instructional journey form the text encourages students to gamify real life situations.
Kevin Werbach and Dan Hunter, authors of For the Win, state, “There’s nothing derogatory in the observation that education and work are really just games. We began to ask ourselves, why not make them better games?” (2012, p.12).
The journey in the text culminates with a gamification challenge to reimagine problems or challenges in students’ schools and communities.
Check out the instructional journey resources on our Pinterest board here.