Unlocking Creativity :
Gamification
In Education
What Is Gamification
in Education?
Gamification in education means
that educators apply game
design elements to an
educational setting. The goal is
usually to make learning more
engaging.
Gamification is a tool
that can build
motivation and
interest, in effect
reducing student-
driven issues in the
teaching process.
Two types of gamification
1.) Instructor Led
• Planned Interactive activities
• Include choice, chance and
reward
• Developing scoring systems
• Links to a holistic plan
(scoreboard / leaderboard)
Two types of gamification
2.)Computer based
• Social media
• ARGS (alternate reality games)
• VR (Virtual reality)
• VLE (Virtual Learning
environments)
• Develop a VLE for students
Using Games in
Education
Teachers have noticed. It is well known
that games are an effective tool for
encouraging and facilitating learning,
whether the goal is as simple as selecting
a game for a small group of kids to play
or as complex as inviting all of the
students in a state to collaborate and
create games.
Why use gamification in education?
• Improved communication
• Motivation and engagement
• Interactive student centred learning
• Promote goal setting and achievement
• Promote control over students own learning
•Game elements driving positive learning
behaviours.
When it comes to games in education,
there are two overall forms it can take:
1.Games designed for entertainment being
used in an educational setting
2.Educators adopting features of game
design to enhance learning
It has been demonstrated that even game
genres that adults usually ignore, such as
action-packed, fast-paced video games
or match-three puzzle mobile games, can
be educationally beneficial.
Although rote skill and drill games are
sometimes criticized in the education
community for concentrating on the
incorrect aspect of learning, they
frequently use elements like goals, rewards,
and narrative that can result in observable
learning benefits.
There is in fact a range of elements that games
might have, with different players being
attracted to different elements. Researcher Dr.
Nick Yee proposed one way to model the
elements of what motivates gamers:
Action (e.g., objectives)
Social (e.g., competition)
Mastery (e.g., scoring)
Achievement (e.g., awards)
Immersion (e.g., roleplaying)
Creativity (e.g., customization)
Gamification in Education
Examples
Waggle: Adaptive practice with
gamified elements
Gamification in Education
Examples
Kahoot & Quizizz: Game-based
quizzes that promote real-time
learning
Gamification of Learning
There isn’t a one-size-fits-all approach
to gamifying learning. If you're trying to
make your next lesson more fun,
consider what games and game
features are best suited for your unique
situation.
Classroom
engagement factor:
Create classroom avatars: If many of your students
play games that let the player create characters,
you could have your students create alter-egos that
they can personalize and build upon.
Award badges: Educators can award badges to
students, focusing on healthy learning habits like
focus and persistence, rather than just good grades.
Classroom
engagement factor:
Turn learning into class quests, providing students
with agency and motivation. This can be done
individually or in groups, allowing them to differentiate
their learning and encourage collaboration.
Connect classic games to school subjects,
transforming chapter reviews into quiz shows or
modifying property-acquisition games to feature
historical landmarks or reward specific vocabulary
words.
Thank
You!
Presented by:
Erika Joy Delos Santos
Jeric Paul Arguelles
Althea Delos Santos
Elah Mae Necesito