
I’m a perfect target for marketing driven by gamification, as evidenced by the amount of money I spend at Starbucks; by the point-earning search engine I use on my computer; and by the fitness trackers and tied-in apps I can use to earn points across platforms, competing with friends on various leaderboards on a daily basis. College students, who were likely raised with video games as an everyday part of life, are even more receptive to being engaged in this manner. To tap into this growing, but still experimental, strategy, many teachers are using gamification in the classroom, allowing Read More…