Coconote
AI notes
AI voice & video notes
Try for free
🎮
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
Subscribe, like, and share
📄
Full transcript