1. Change the Citation & Bibliography Style of the document to MLA Seventh Edition. 5/5
2. Change the case of the title paragraph Game on! The potential for gamification in 5/5
education to Capitalize Each Word, and then manually change the first letter in the
words For and In back to lowercase.
3. Cut the second body paragraph beginning with Nearly every school and paste it 6/6
below the paragraph beginning with Gamification uses game design elements
(Hint: The cut paragraph should become the new third body paragraph).
Cut text.
Paste text.
4. Create a First Line indent of 0.5 to indent the first lines of the body paragraphs starting 6/6
with Educators across the country and ending with investment remains an open
question.
5. In the fourth body paragraph, find the sentence Game players 0/6
regularlydemonstrated in school. Move the insertion point before the period and
insert a citation using the source information shown in Figure 1 in the Assignment file.
Create a citation.
Check the Periodical Title source data for the Lee citation.
Edit a citation.
7. In the fifth body paragraph, remove the hyperlink from the text Thefuntheory.com. 6/6
8. In the same paragraph, find the sentence When stairspositively impact behavior. 6/6
Move the insertion point before the period and insert a citation using the source
information shown in Figure 2 in the Assignment file.
Create a citation.
9. Edit the citation to add the page number 1. 6/6
Edit a citation.
10. In the sixth body paragraph, find the sentence Making sure thatthe game 6/6
appeared. Move the insertion point before the period and insert a citation using the
source information shown in Figure 3 in the Assignment file.
Create a citation.
11. Edit the citation to add the page numbers 46-52. 6/6
Edit a citation.
12. Create a numbered list from the paragraphs beginning with Reaction Did the student 6/6
enjoy and ending with Results Were the original goals. (Hint: The list should
contain four items.)
13. Move to the end of the document, insert a page break, and then insert a Works Cited 6/6
from the Bibliography gallery.
Insert a bibliography.
14. Center-align the Works Cited heading and apply Calibri font and the Black, Text 1 font 6/6
color (2nd column, 1st row in the Theme Colors gallery) to it.
Align a paragraph.
15. Select the entire document and change the font size to 12pt., change the line spacing 6/6
to double, and remove the space after the paragraphs.
16. From the Top of Page page number gallery, insert a Plain Number 3 page number to the 6/6
header of all pages in the document. Then type Powell, press the spacebar, and close
the header view.
17. Check the Spelling & Grammar in the document to identify and correct any spelling 6/6
errors. (Hint: Ignore all instances of the word gamification. You should find and correct
at least 1 additional spelling error.)
Chris Powell
Ms. Lee
Educators across the country, from graduate schools to middle schools, are increasingly
Gamification uses game design elements in nongame contexts, but it should not be
confused with a traditional game of any kind. More than other disruptive technologies,
gamification has the potential to change content delivery systems in the classroom and create
engagement. Successful student engagement is the foundation for learning and includes the
learning process, the subject matter, the purpose of study, and additional social and cultural
factors.
Gamification attempts to harness the motivational power of games and apply it to real-
world problems. Game players regularly exhibit persistence, risk-taking, attention to detail, and
problem-solving, all behaviors that ideally would be regularly demonstrated in school (Lee 7). Commented [GE1]:
Step 5: Check the Periodical Title source data for the Lee citation.
Game-like components that track activities such as custom avatars, badges, and other
rewards keep students motivated and task-oriented. Presentation can change behavior in many
climbing stairs over taking an escalator if taking the stairs were more fun. When stairs were
covered to look and sound like piano keys, 66% more people than normal took the stairs,
proving that fun can positively impact behavior (The Fun Theory 1).
Several studies on instructional games revealed that the greatest benefits were
obtained when users could target specific content and knew the objectives. Instructional games
can provide measureable learning for many different types of learners. Making sure that
students knew how to play the game was often more important to students than how realistic
Adequately measuring the games effectiveness both during and after the activity is
crucial to determining whether learning is actually taking place and evaluating the return on
1. Reaction Did the student enjoy the experience, and if so, how?
2. Learning How much did the student increase his or her knowledge
With adequate investment, training, and instructor guidance, gamification can reach the
same goals as quizzes and tests. Whether the market can sustain the investment remains an
open question.
Works Cited
Franklin, Anne. Rewarding Play: The Role of Games in te Classroom . New York: Roberts
Lee, Joey J. "Gamification in Education: What, How, Why Brother?" Academic Exhange