Gamification [n]: the use of game design elements in non-game contexts.
Gamification has tremendous potential in the education space. How can we use it to deliver truly meaningful experiences to students? Let us know what you think in the comments.

Created by Knewton and Column Five Media
About Ian Aberle
Ian Aberle is an Adobe Creative Educator and the Senior IT Communications Specialist & Trainer for the Office of Information Technology (OIT). For over 25 years, he has helped the SMU community use technology and implement digital and web media through multiple roles with the Digital Commons, SMU STAR Program, and now OIT. Ian enjoys
photography and road trips with his family in his free time.