Science 2.0: Designing Your Course Like a Video Game

by: Eric Brunsell and Martin Horejsi

This column shares web tools that support learning. This month’s issue discusses gamification, which is the practice of applying game mechanics to nongame situations, and how it is being used as an instructional design approach in the classroom.

NSTA Press produces classroom-ready activities, hands-on approaches to inquiry, relevant professional development, the latest scientific education news and research, assessment and standards-based instruction.

Learn More