Abstract
Rather than introducing a pre-exisiting game into the learning spaces, gamification adds elements of games into educational (or other) spaces. After a brief exploration of the debates surrounding "gamification," we present two successful uses of gamification:C's the Day, a game run as part of the Conference on College Composition and Communication andFYC's the Day, a spinoff from the conference game that was used as part of FYC instructor orientation at the University of South Florida.
- Journal
- Kairos: A Journal of Rhetoric, Technology, and Pedagogy
- Published
- 2012-01
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- Open Access
- OA PDF Gold
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