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Gamification in Education
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The forgetting curve shows that learners will forget an average of ___%__ of what they have learned within the first seven days.
90%
Completing a task, laughter, receiving rewards, and being active all increase mood. Name the 4 "happiness" brain chemicals.
Dopamine, Serotonin, Oxytocin, Endorphin
What is a another name for a character in a game?
avatar
Gamification is an opportunity for you and students to think outside the _____. Tasks are no longer about filling in a worksheet or reading an article!
box
Students may uncover intrinsic ______ for learning the content.
motivation
Gamification creates a more relaxed atmosphere in regards to failure, since learners can simply try _______.
again
Use self-reflection as a tool after playing a game. Allow students to see achievements and how they compare with ______.
others, peers
Consider the unique needs of the ______ and give the "player" control, create a story, or build opportunity for peer connection.
students, learners
Try different forms of rewards as progress indicators: virtual or class points, badges, or leader boards. These replace points in the _______.
gradebook
An increase in student _________ is natural when game-based elements are applied to learning materials.
engagement
When designing a game, ensure that there is a goal or _______to reach for.
target, objective
You can use points and advancing to the next _____ in many non-game contexts!
level
Examples of game elements that can be used to engage and motivate learners include narrative, which means there is a ______ to the game.
story
Gamification in learning uses game-based elements such as point __________ and peer competition.
scoring 
Learners learn best when they are having _____
FUN!