Coconote
AI notes
AI voice & video notes
Try for free
🎮
Teachings and Education: Gamification and the Classroom
Jun 13, 2024
Teachings and Education: Gamification and the Classroom
Introduction
Topic: Gamification in the classroom
Focus: Why, where, when, and how to gamify
Goal: Create an atmosphere of excitement
Why Should Teachers Gamify?
Empowers Students
: Abilities and efforts determine success.
Builds Motivation
: Desire to win motivates students; no one likes to lose.
Encourages Perseverance
: Students keep trying; it's fun for them.
Engagement
: Smiles and enjoyment in students.
Comparison of Key Concepts
Games
: Structured form of play aimed at entertainment and engagement.
Game-Based Learning
: Uses games to meet learning objectives; can be commercial or non-commercial games, digital or non-digital (e.g., Minecraft EDU).
Gamification
: Adding game elements into a course or classroom (badges, certificates, rewards).
Elements of Gamification
Setting of Goals
: Side goals, short-term goals, long-term goals.
Badges
: Used like in the military; signify achievements.
Leveling Up
: Students can level up as they master various standards.
Student Standings
: Present standings like a high score in video games (can be anonymous).
Competition
: Core element; integrated in all components of gamification.
Teamwork
: Development of soft skills and workplace practices.
Character Assignments
: Assign different characters/avatars to students.
Successful Classroom Examples
Experience Points
: Translate into grades; earned by completing assignments and tasks. More points = higher grades.
Scavenger Hunts
: Students compete to find answers.
Mathematical Tournaments
: Similar to March Madness.
Khan Academy
: Uses badges and stars as rewards; excellent example of gamification.
Student Ideas
: Encourage students to come up with gamification ideas.
Conclusion
Endless possibilities for gamification in the classroom.
Involve students in the gamification process.
Encouragement to subscribe, like, and share.
📄
Full transcript