Story telling through gamification

Engaging students in literature, books and stories is hard. They are surrounded by a visual and digital culture. Briggs (2016) explains that games give the students quick feedback, makes them use active experimentation, gives them challenges, builds up the level of difficulty, and it is visual. I have used games in the library to teach cyber safety. “The lost summer” is a role-playing video game designed for 11 to 14-year-olds to build digital intelligence skills and encourage safe online experiences. This was an essential part of the lesson cycle. The students were engaged as the format appealed to them, the content was relevant and it expanded and consolidated their knowledge of the topic.

Briggs, S. (2016). Using gaming principles to engage students. InformED. Retrieved from https://www.opencolleges.edu.au/informed/features/using-gaming-principles-to-engage-students/

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