The Intersection of Learning and Fun: Gamification in Education
/Worldwide, we spend more than 3 billion hours a week playing video and computer games. Approximately 26 million people harvest their virtual crops on FarmVille every day. More than 5 million people play an average of 45 hours a week of games, and nearly one-third of high school students play 3 or more hours of video or computer games on an average school day. Given this fascination with games, adapting some of the same principles found in gaming for entertainment to gaming for education- “gamification”- offers tremendous potential to impact teaching and learning.