Invited Talk, Gamification World, special event for March: a one-day conference on Gamification!, Amsterdam, the Netherlands
In ICT alone, the human-resource gap in Europe exceeds 200,000 this year and will near 1,000,000 by 2020. "Every student counts!", this is the new Grand Challenge in education, horizon 2035. However, every student is also different, in starting skill, in personality, etc. We posit that gamification, which we defined as using social gaming elements to successfully deliver curriculum-elements, will help solving the Grand Challenge. We report on our experience using gamification in the classroom for difficult BSc and MSc courses, with high passing rates and student satisfaction, and high student activation.