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Harrison Ramanantsoa

1. New Perspectives
Change the CitationWord 2013 Tutorial
& Bibliography Style2: of
SAMtheProject
document to MLA Seventh 5/5
1a
Edition.
Submission #1
Change the Citation & Bibliography style.
Score is 99 out of 100
2. Change the case of the title paragraph Game on! The potential for 5/5
gamification in 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 6/6
and paste it 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 6/6
paragraphs starting 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.
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5. In the fourth body paragraph, find the sentence Game players regularly 6/6
demonstrated 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.
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 6/6
Thefuntheory.com.
Convert a hyperlink to regular text.
8. In the same paragraph, find the sentence When stairspositively impact 6/6
behavior. 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 6/6
. game 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
.
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12 Create a numbered list from the paragraphs beginning with Reaction 6/6
. Did the student 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 5/6
. Works Cited from the Bibliography gallery.

Insert a page break.


A page break should be inserted after the sentence "Whether the market can
sustain...an open question."
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 6/6
. Black, Text 1 font 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 6/6
. line spacing 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 6/6
. number to the 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 6/6
. spelling 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).


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

This file created specifically for Harrison Ramanantsoa


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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 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.

Works Cited

Franklin, Anne. Rewarding Play: The Role of Games in the Classroom. New

York: Roberts Educational Publishing, Inc., 2012. Print.

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

Exchange Quarterly 1 June 2015.


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

This file created specifically for Harrison Ramanantsoa

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