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 an Adobe Creative Educator and the Senior IT Communications Specialist and Trainer for OIT. Since 1996, he has helped the SMU community use technology and implement digital and web media through managing the SMU STAR Program and now as part of OIT's Customer Service Team. In his free time, Ian enjoys photography and road trips with his family.