Editor’s Choice: Is Angry Birds the Gateway to Gamification in the Classroom?

Many would argue that there is a clear distinction between videogames and the art of gamification since the latter specifically applies game mechanics to non-game contexts. However, with a generation brought up on videogames and the need to engage these children in the classroom, the lines are becoming ever more blurred.

Traditionally, one may think of gamification in the classroom as an instance where a game was specifically designed and implemented in order to achieve learning through the application of game mechanics. This embodies the stereotypical edu-tech games like Mavis Beacon where students are taught how to type more effectively through a series of challenges.

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This content was selected for Digital Humanities Now by Editor-in-Chief Lindsey Bestebreurtje based on nominations by Editors-at-Large: Brian Rosenblum, Cedrick May, Jodi Reeves Flores, Luke Yurchak, Paige Morgan, Robert Voss, Sarah Canfield Fuller, Silvia Stoyanova, Subhasis Chattopadhyay