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Gamification

The document discusses gamification in the classroom. It defines gamification as using elements of game play to motivate students and engage them in learning. Some examples of gamification discussed are using trivia games, assigning badges and levels, and incorporating virtual currencies or rewards. Both pros and cons of gamification are outlined. The document advocates that gamification can develop critical thinking and social skills when implemented properly while engaging students in the learning process.

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0% found this document useful (0 votes)
84 views14 pages

Gamification

The document discusses gamification in the classroom. It defines gamification as using elements of game play to motivate students and engage them in learning. Some examples of gamification discussed are using trivia games, assigning badges and levels, and incorporating virtual currencies or rewards. Both pros and cons of gamification are outlined. The document advocates that gamification can develop critical thinking and social skills when implemented properly while engaging students in the learning process.

Uploaded by

api-321967710
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Gamification in the Classroom

Craig, Sydney, Morgan, Lawrence, Elin


Agenda

Video
What is gamification?
Trivia in the class
Other gamification in the class
Gaming vs. Gamification
Pros and Cons of gamification
Activity
gam-i-fi-ca-tion
/of learning/
noun
An educational approach to motivate students by incorporating
elements of game play into a non-game context within a learning
environment. Maximizing enjoyment and engagement by providing
students with frequent and meaningful feedback. All while building
community and inspiring continuation of learning.
Trivia Games in the Classroom
PROs AND CONs to trivia games

PROs CONs
Engages students Same students answering
Promotes healthy questions (team trivia)
competition in teams and Students may feel
individually embarrassed if they get the
Good tool for helping wrong answer in front of
students prepare for peers (jeopardy or flip
quizzes/ exams without the
quiz)
pressure of a quiz/ exam
Pressure with time
constraints (Kahoot)
In the
Classroom
Gamification
Games Badges
Jeopardy Levels
Math Games Virtual Currency
Etc. Rewards
Challenges
Player Choice
Candy Crush: Made $850,000 a day (2013)
Game Gamification
Call of Duty
Game Gamification
Duolingo (App)
Flash Card Points

Gamification Examples

Zamzee (Activity Points)


Create a heros journey
classroom
for classroom
Positives of gamification
in the classroom

Develops critical thinking skills, emotional growth, and social


interaction
External and internal motivators for success
Customization for all students
Can be used in lecture, homework, examination, or main learning
activity
Engages the whole brain
OK to make mistakes
Rewards that boosts motivation and mastery
Lacks pressure of traditional learning
Negatives of gamification
In the classroom

Can trivialize learning


Cannot overcome learning difficulties
Alone are not enough to enhance performance
Not a positive motivator for all students
Students start to be dependent on games for learning
Novelty wears off with over use
Learning just for the reward
Ac-tiv-i-ty
/quest based learning/
find a resource!
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Closing thoughts

Would you be interested in taking a course like this?


Why or why not?

Would you consider using gamification techniques as a teacher?


Why or why not?

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