By: Ronilo P. Antonio
Gamification is the use of game metaphors, game elements, and game ideas in contexts other than games to increase motivation and commitment and influence user behavior. I and my research advisees used Deck.Toys as a learning platform to gamify science lessons, particularly in Biology. Deck.Toys is a learning path that allows teachers to create a lesson in a game format, and its interface looks like a map or pathways that students must follow in order. The teacher can include a slide, interactive videos, and a study set game that students can play while they learn.
Deck.Toys includes a variety of study game set activities that allow students to learn through gamification. Word Wheel, Rockets, Sort Me, Word Attack, Word Search, Draw n Guess, Sequence, Flashcards, Match, Lines, Maze, Memory, Game Show, Pairs, Choices, Jigsaw, and Crossword are all part of the Study Set Game Activity. As they progress through the lesson, students can earn points that can be used to purchase power-ups. The Deck contains Power-Ups such as Multiplier, Shield, Gift, Divider, Freeze, Parasite, Gauntlet, and Pairs. Power-Ups can be obtained by purchasing them with points earned in the shop. We also enabled the Power-Ups Multiplier and Shield. The multiplier power-up causes the points earned by the students to be multiplied by two for two minutes. For the first two minutes, the shield reduces points lost by half for each incorrect answer.
We designed the lessons using the 7E inquiry-based instructional model and various game set activities embedded in the Deck.Toys. Points are awarded to students when they complete a specific section or signpost, and these points can be used to purchase Power-Ups. The Power-Ups provide students with motivation and engagement in the learning process. Points are earned as they progress through the lesson and complete the game-related activities.
We investigated the cognitive engagement and acceptability of Grade 10 students in learning biomolecules in a gamified lesson using Deck.Toys in this study (GLDT). We discovered that after two weeks of instruction, students agree that GLDT has a positive impact on their cognitive engagement. According to the technology acceptance model, students are found to have positive attitudes toward the use of the GLDT.
Other than Deck.Toys, you may be interested to use these digital tools to gamify your lessons:
Happy teaching!
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