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BY: Cass, Kirby and Teya

GAmification

By: Kirby, Teya, & Cass

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Meet your presenters!

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What is

The Process of Adding Games or Game Like Elements to Encourage Participation

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What is gamification in education?

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The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments

GOAL :

Maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning

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advantages of using

Gamification in the classroom

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1 Increases learners engagement

  • By holding learners attention and motivating them by giving them a goal to reach
  • Turns students from passive observers into active participants

2 Makes e-learning fun and interactive

  • Makes learning not only informative, but fun and exciting too.
  • Allows learners to feel as though they are an integral part of the

overall learning process

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3 Improves knowledge absorption and retention

  • Improve knowledge absorption and boost knowledge retention

4 Gives learners the opportunity to see real world applications

  • Learners are able to see real world applications and benefits of their learning
  • Able to get a first-hand look at how their choices within the game result in consequences or rewards

5 Enhances the overall learning experiences for kids

  • If learners are having fun and are getting excited about learning, then they are more likely to actually acquire information

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Disadvantages of using

Gamification in the classroom

1 Decreases student attention span

  • The fast pace and immediate feedback creates a problem with attention spans
  • Students may begin to expect the same kind of responses from all parts of their education and won’t find it

2 Cost

  • There may be equipment costs, software costs, and training costs for instructors that sometimes get passed off to student registration fees
  • Often also maintenance related costs for systems delivered or hosted in schools

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3 Student assessment

  • Often difficult to tell how the results of the games will tie into assessment
  • Most games do have a built in tracking system but you will need to find a way to translate the games results to fulfill curricular competencies

4 Game logistics

  • Setting up requires a lot of prior planning and logistics
  • Need to consider:
    • Will students will be able to understand the game easily enough?
    • Does your school have enough resources ?
    • Will the students have the resources to use gamification outside of school?

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When Should Games be used?

Taking polls

  • Show what you know
  • Previous knowledge test

Checking progress

  • Interactive assessment

Feedback

  • On lessons
  • Constructive

In-Class practice

  • Games with aims
  • Learning, but fun

Self-Assessing

  • Interactive ways of self-testing
  • Collaborative
  • Shareable
  • Portable

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In the Classroom

Home & Studying

Using games in the classroom gives kids the opportunity to learn without even knowing they’re learning!

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What Kind of learning should it be used for?

All areas of learning

  • Introductions
  • Instructions
  • Explanation
  • Practice/Memorization
  • Assessment

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Types of Learners who benefit

  • All learners
    • Particularly visual learners
    • Learners with learning challenges
    • Tech enthusiastic learners
    • Shy learners

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Different examples of gamification

Did you know….

We can use gamification both physically and virtually?

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Here are some examples of gamification!

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Virtual

Physical

  • Kahoot

  • Quizlet Game

  • DuoLingo

  • ClassDojo

  • Jeopardy
  • Card Games

  • Bingo

  • Modified Board Games

  • Scattergories

  • Charades

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Show What you know!

Kahoot time to see what you remember!

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THANKS 4 watching!

Any questions?

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