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Joao borges

New Perspectives Word 2013 Tutorial 2: SAM Project 1a


Submission #3
Score is 94 out of 100

1. Change the Citation & Bibliography Style of the document to MLA Seventh Edition. 5/5

Change the Citation & Bibliography style.

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.

Change the font case.

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.

Create a First Line indent.

Create a First Line indent.

Create a First Line indent.

Create a First Line indent.

Create a First Line indent.

Create a First Line indent.

Create a First Line indent.

Create a First Line indent.

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.

6. Edit the citation to add the page number 7. 6/6

Edit a citation.

7. In the fifth body paragraph, remove the hyperlink from the text Thefuntheory.com. 6/6

Convert a hyperlink to regular text.

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.)

Create a numbered list.

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 page break.

Insert a bibliography.

Insert a source into a bibliography.

Insert a source into a bibliography.

Insert a source into 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.

Change the font.

Change the font color.

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.

Change the font size.

Adjust the line spacing.

Change the space after 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.

Insert a header with a page number.

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.)

Run a Spelling & Grammar check.


Powell 3

Chris Powell

Ms. Lee

New Technologies 325

March 10, 2015

Game On! The Potential for Gamification in Education

Educators across the country, from graduate schools to middle schools, are increasingly

focusing on gaming methodology to turn learning into an interactive experience.

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

truly meaningful experiences for students.

Nearly every school is challenged to motivate students and strengthen student

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

settings. Researchers at Thefuntheory.com studied whether more people would choose

climbing stairs over taking an escalator if taking the stairs were more fun. When stairs were

This file created specifically for Joao borges


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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

the game appeared (Franklin 46-52).

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

investment. There are four components to measurement:

1. Reaction Did the student enjoy the experience, and if so, how?

2. Learning How much did the student increase his or her knowledge

about the subject?

3. Behavior Did the students new knowledge translate in a real way?

4. Results Were the original goals met?

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.

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Works Cited

Franklin, Anne. Rewarding Play: The Role of Games in te Classroom . New York: Roberts

Educational Publishing, Inc., 2012. Print.

Lee, Joey J. "Gamification in Education: What, How, Why Brother?" Academic Exhange

Quarterly 1 June 2015.

The Fun Theory. 2015. Web. 4 June 2015.

This file created specifically for Joao borges

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