I had to sell my last games console because of a mild first-person-shooter addiction. I wasn't foaming at the mouth if I couldn't get my fix of "pwning n00bs", but when I added up how much time I had spent running, jumping and murderising from my living room sofa, it was slowly edging towards the "weeks" mark. So many weeks that they might, in some quarters, be classified as "months".
With a heavy heart, I got rid and vowed to use my free time for the betterment of my profession and those whom I teach. My goodness, I've never been so bored in my life. Instead of attaching explosives to a quad bike and using it to blow up a tank, I was marking. Great.
So when I first heard about gamification - the use of game design elements in non-game contexts such as education - I was intrigued. The prospect of transferring some of the things that had kept me up until 2am to the classroom (that feeling of "just one more go"; the satisfaction of levelling up after you've put the work in beheading countless trolls; the sense of a community with a shared purpose, even if that shared purpose is wreaking destruction with oversized bazookas) was powerful. I don't necessarily believe that learning has to be fun, but I've spent a lot of time and energy on video games and they are great motivators.
The guide by your side – ensuring you are always up to date with the latest in education.
Get Tes magazine online and delivered to your door. Stay up to date with the latest research, teacher innovation and insight, plus classroom tips and techniques with a Tes magazine subscription.
With a Tes magazine subscription you get exclusive access to our CPD library. Including our New Teachers’ special for NQTS, Ed Tech, How to Get a Job, Trip Planner, Ed Biz Special and all Tes back issues.