Hi everyone! It's Dani! Check out the information below to find ways you can use Gamification and Game-Based Learning in education.
Click my audio clip below to hear from me about the page.
Experience points instead of Grades
Party/Team instead of Group work
Quest instead of Large Project
Rewards instead of Stars
Player vs. Player instead of Competition
Game Constraints instead of Class Rules
Badges can be awarded to students for success.
Badgr (collect, organize and share the digital badges you’ve earned)
The Learning Management System, Schoology, has a badging system available
The hook
Add a theme
Create an intro video
Zombie Takeover: A genetic mutation has led to a zombie takeover. Your team members are the leading scientists and are the world's only hope!
What are the goals?
How can students reach these goals?
Students will display how to be a positive team member
Students will show understanding of math and chemistry
Add the theme to each activity
Modify lesson plans or worksheets
Activities become the set of events
Gallery walk of chemistry elements with a matching worksheet that leads to a secret message
Fraction practice using laboratory glassware
Use the theme in the team names
Mix up personalities and skill levels
Solution Squad
Brain Biters
Motivation/Permission to fail
Levels/Points
Timer
Breakout EDU offers many ideas/resources
Place the team names on the board
Announce when a team moves up a level
Create a video of zombies getting closer and closer
Create behavior plans with leveling up opportunities
Make engaging review lessons
Use goals, badges, present standings, track progress, competition, teamwork, assign characters/avatars
Use games for exploration
Make learning fun
Reach every student
Bring students together
References
Biyun Huang, & Khe Foon Hew. (2021). Using Gamification to Design Courses: Lessons Learned in a Three-year Design-based Study. Journal of Educational Technology & Society, 24(1), 44–63.
Edutopia. (2021, May 1). 4 Ways to Use Games for Learning. YouTube. Retrieved September 17, 2022, from https://www.youtube.com/watch?v=hVJaz9CM1ok
Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J., & Li, J. (2020). The impact of gamification in educational settings on student learning outcomes: a meta-analysis. Educational Technology Research & Development, 68(4), 1875–1901. https://draweb.njcu.edu:2074/10.1007/s11423-020-09807-z
Teachings in Education. (2018, December 13). Gamification in the Classroom. YouTube. Retrieved September 17, 2022, from https://youtu.be/W72DnmSZbr4