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Gamification

Gamification

Figxxx: Gamification (https://theeducationdaily.com/the-benefits-of-gamification-in-education/)

Engage. Play. Win: The Expert's Blueprint for Gamification StrategyDigital games incorporate several educational benefits. They can improve ICT skills and develop cognitive, spatial and motor skills. They can be used to teach principles, facts  and complex problem solving and to increase creativity.  Digital games also promote both competition and collaboration between users, by motivating players to compete against other  teams and to join teams.

In education, the concept of gamification has especially gained traction during the last decade or so due mainly to the advance of web technologies and mobile applications.

There are several reports that show that digital games can be used in schools to improve both learning and motivation. Although digital games do not replace traditional games classes, they can help considerably engage and motivate children, facilitating their learning of some more complex concepts. Regarding learning, the most important thing is to establish a connection between the game content and the learning objectives, which can be done in the debriefing session.

Gamification of education, therefore,  refers to a developing approach for increasing learners’ motivation and engagement by incorporating game design elements in educational environments.

Some examples:

Kahootis a game-based learning website that allows teachers and students to create, explore, and play a wide variety of educational games.  Is simple and easy to use and its games can be played on any device. Students are not even required to login to play Kahoot games. They can simply join using the shared PIN code. Kahoots are  the games and challenges you create using the tools provided by the platform. Kahoots can be hosted live in class (Teach mode) or be assigned as self-paced learning challenges that students can play at their own pace (Assign mode). After kahoots are completed, teachers can access insights and stats on students performance and  identify learning difficulties.
Quizizis a game-based learning tool that you can use to engage students in deep and meaningful learning experiences. It allows you to create both teacher-paced and student-paced quizzes and lessons. Using Quizizz editor, you can easily design your own quizzes  embedding various types of questions (multiple choice, open ended, polls, fill in the blanks, etc.) and media (e.g., images, videos, voice clips, and audio recordings).  x\Alternatively, you can use Quizizz library to search thousands of ready-made quizzes and lessons spanning several subjects and grades.
EdpuzzleIs an educational platform that enables teachers to create and share annotated video lessons with their students. Teachers can use YouTube videos or upload their own, add questions, notes, and voiceovers and share with their students. Students watch the annotated videos and provide textual and audio responses. Using Edpuzzle Gradebook, teachers can grade students answers, save their scores, and plan for future video lessons. Using the live mode, teachers can also project their video lessons live in class while students provide real-time responses which is helpful in remote learning settings.

Literature:

[Online], Available at : http://games.eun.org/upload/GIS_HANDBOOK_EN.PDF, Accessed [13 September 2022]

[Online], Available at :https://www.educatorstechnology.com/2022/10/best-gamification-tools-for-teachers.html, Accessed [13 September 2022]

Dichev, C. & Dcheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14 (9).[Online], Available at  https://doi.org/10.1186/s41239-017-0042-5 Accessed [13 September 2022]