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Gamification to encourage learner autonomy

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This post tries to pull together a couple of things I have been thinking about recently. The first was a post I saw on the 21st Century Fluency Project blog a few weeks back. The title of the article ' How I Turned My Classroom into a ‘Living Video Game ’ caught my eye and before I even had time to read it I started thinking about how the factors that create motivation in computer games could be applied to the classroom. The article is well worth reading, although this is only one element it touches on. The other thing I have been thinking about recently is time management and distraction as it is one of the more significant objections which teachers often raise to having students using computers and mobile devices in the classroom, so when I saw ' HabitRPG ' I thought it could be a useful tool to help deal with the problems and implement more of a gamified approach to the  classroom. HabitRPG is a time and task management tool which overlays motivational elements of comp...