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Gamification in the Classroom

Jun 13, 2024

Gamification in the Classroom

Introduction

  • Understanding the why, where, when, and how of gamification
  • Goal: Create an atmosphere of excitement in the classroom

Why Gamify?

  • Empowers students
  • Success is determined by students' abilities and efforts
  • Builds motivation
  • Desire to win can motivate students
  • Encourages students to keep trying
  • Makes learning fun; students enjoy the experience

Definitions and Comparisons

  • Games: Structured form of play for entertainment and engagement
  • Game-Based Learning: Uses games to meet learning objectives (e.g., Minecraft Edu)
  • Gamification: Adding game elements (badges, certificates, rewards) to courses

Gamification Elements

  • Setting Goals: Side goals, short-term goals, long-term goals
  • Badges: Similar to military badges
  • Leveling Up: Allows students to progress through standards
  • Standings: Presenting student rankings (anonymously if needed)
  • Competition: Central to gamification, embedded in all elements
  • Teamwork: Develops soft skills relevant to 21st-century workplaces
  • Characters/Avatars: Assign avatars to students for personalization

Successful Classroom Example

  • Experience Points (XP): Translated into grades; earned by completing assignments, tasks, etc.
  • Scavenger Hunts: Competitive learning activity
  • Mathematical Tournaments: Modeled after events like March Madness
  • Example of Khan Academy: Uses badges and stars as rewards

Conclusion

  • Endless possibilities for gamification: be creative
  • Allow students to contribute ideas
  • Thanks for your time
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