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The Classroom as a Game Space

In: The Gamification of Higher Education

Author

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  • Neil B. Niman

Abstract

To understand the true potential of gamification, we need to think about why games appear to offer such an attractive learning environment. When human beings play, they can often imagine that they can be whomever they want to be. They have a hand in shaping the environment in which play occurs and therefore feel empowered in the belief that they can positively effect change.1 They have some control over the outcome and what it takes to succeed is more easily understood. Within the context of a game, they can sometimes become the person they always wished they could be and in many ways, there is nothing more gratifying. 2

Suggested Citation

  • Neil B. Niman, 2014. "The Classroom as a Game Space," Palgrave Macmillan Books, in: The Gamification of Higher Education, chapter 0, pages 127-143, Palgrave Macmillan.
  • Handle: RePEc:pal:palchp:978-1-137-33146-5_8
    DOI: 10.1057/9781137331465_8
    as

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