Foster collaboration - Present the classroom syllabus as a form of a game and have students create classroom goals and rules with you.
Provide instant feedback - In a game setting, feedback is essential for students to know how they are doing in the game. If a student makes a choice in a game, it is usually known immediately if that choice was the right one.
Make progress visible - Progress bars and levels in games allow students to set goals for themselves and celebrate success once achieving them.
Create challenges instead of homework - In games, students are constantly required to meet challenges, such as identify patterns or break codes. The same element can be applied to homework and projects in a fun, yet challenging way.
Give students choice and a voice - Games often give students various choices. Instead of simply issuing a test, you can allow student to take different paths to demonstrate their understanding of the material.
Offer badges and rewards - Badges or other rewards are a good way of recognizing student achievement and for giving students an incentive to continue reaching their goals.
Allow for second chances - When a challenge is failed in a game, students are able to learn from their mistakes and try again.
Examples Of Gamification In The Classroom
1. Do students need to be citing details from the text and evidence for conclusions in class discussions? Answers without evidence are now worth 1 point, a correct answer with 1 piece of evidence is worth 2 points, a correct answer + 2 pieces of evidence = 3 points.
2. Need to solve a classroom issue such as shortening the time it takes to check homework? All students who have their homework out ready to be checked before being prompted by the teacher now receive 2 points.
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3. Teacher vs. Class: Students must follow a rule that the teacher sets. Anytime a student follows the rule, the Class gets a point. Anytime a student does not follow a rule, the teacher gets a point. This is particularly great for introducing procedures and behavioral expectations. If the Class wins, use a sustainable reward, such as a 1-minute dance party, extended recess time, or fewer homework problems.
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4. Scoreboard seating chart: draw or project a seating chart onto a whiteboard/screen, and then award students points for all activities that you want to incentivize with sustainable rewards/recognitions at different point levels.
5. In my class, students get sunglasses to wear until the period is over at 5 points, the privilege to take off their shoes at 10 points, a positive text to their parents at 15, and if the high score is over 15, whoever has it may “steal” the teacher’s chair.
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6. Track points over multiple classes, when students reach an important milestone such as 100 points let them level up, as they progress further give out sustainable milestone rewards, such as eating lunch with the teacher or a free dress pass (if your school wears uniforms).
Competitive students will race to have the highest level in their class and grade which can be leveraged by creating quests which require them to recruit lower level students in quests which require both to practice target skills.
Other Examples Of Gamification In The Classroom
7. Grade backwards—start grading at 0 instead of 100. Every assignment, demonstrated mastery, or desired behavior earns points for them towards 100/letter grade/certificate, or whatever reward you’d like to provide.
8. Create challenges with more than one way to be solved.
9. Give learning badges instead of points or grades.
10. Let students set their own goals, then track their own progress in a fun/visual way.
11. Help students assume specific perspectives in learning–as a judge, designer, father, etc. This element of fantasy role-play is a big draw of video games.
Source: http://www.teachthought.com/the-future-of-learning/12-examples-of-gamification-in-the-classroom/