The gamification of education can enhance levels of student engagement like what games can do, to improve their skills and optimize learning. The strategy is to increase engagement by incorporating game elements into an educational environment (Dichev and Dicheva 2017) and enhance certain abilities, introduce objectives that give learning a purpose, optimize class time, support behavior change, and socialize (Knutas et al. 2014; Krause et al. 2015; Dichev and Dicheva 2017; Borges et al. 2013).
https://kahoot.com/
https://www.gimkit.com/
https://www.blooket.com/
https://jeopardylabs.com/
Classroom Jeopardy Review Game | Buzzer Mode |
Factile (playfactile.com) (another Jeopardy game)
https://quizizz.com/
https://quizlet.com/
Other learning platforms that have games included:
https://www.socrative.com/k-12/
https://nearpod.com/
https://www.blooket.com/
https://kahoot.com/
Test your Super Smash Bros. Ultimate knowledge with the link below!
InTASC Standard #8 Instructional Strategies: 8(o): The teacher understands how content and skill development can be supported by media and technology and knows how to evaluate these resources for quality, accuracy, and effectiveness.
Under InTASC Standard #8, component 8(o), integrating gamification in education effectively shows how technology supports content and skill development. Using game elements like point scoring, competition, and rules in learning makes educational content more engaging and interactive. This strategy not only motivates students but also simplifies complex concepts, making learning fun. Moreover, gamification provides immediate feedback and adaptive challenges, essential for skill development. Teachers must evaluate these resources to ensure they are high quality, accurate, and aligned with curriculum standards. This involves checking the content's relevance, credibility, and adaptability to diverse learning styles. Thoughtful integration and evaluation of gamified learning can significantly enhance instruction, meeting the criteria of Standard #8.