In today's rapidly evolving educational landscape, it's crucial to rethink traditional approaches to learning mathematics. We often encounter math anxiety among students, hindering their engagement and learning outcomes. This anxiety stems from various factors, including fear of failure, perceived difficulty, and a lack of interest in the subject.
However, there's a powerful tool at our disposal: gamification. By integrating game elements into the learning process, we can create dynamic and immersive experiences that captivate students' attention, foster extrinsic and intrinsic motivation, and alleviate math anxiety.
This workshop aims to transform the way we learn math by guiding you through the process of gamifying your mathematics courses. Most of the times the design and application of gamification is done by the teachers in the class. But students can also gamify their own learning independently to make math learning more enjoyable, engaging, inclusive and effective.
Games are a form of learning. You fail, and through failure, you learn how not to fail. Every game inherently involves a learning process.
You get a blank 3x3 Bingo grid (9 boxes).
Imagine a math classroom transformed into a game! Fill out each of nine boxes of the sheet with a different word that describe this exciting learning experience. How does it make you feel or act. Write one word per box describing either:
An action you would take (e.g., “Play”, “Compete” ), or
An emotion you would feel (e.g., “Excited”, “Fun”).
You can think creatively about how a gamified classroom impacts your learning experience.
Walk around the room and find people that have the same words as you. If you find a person with a similar word, cross out the corresponding box.
First person to get three boxes crossed out in a row (diagonal/horizontal/vertical) wins! Remember to say it out loud "bingo" when you have three in a row.
The winner gets a prize!
The process of applying game design principles and mechanics to non-game contexts, such as education or business, to engage users and encourage desired behaviors.
Points – Earned through completing tasks, quizzes, or challenges, representing progress.
Badges – Visual symbols of achievements or skills acquired, providing recognition.
Leaderboards – Ranking participants based on performance, fostering competition.
Challenges/Quests – Tasks or goals designed to engage users and offer rewards upon completion.
Levels/Progress Bars – Indicating progression towards a goal, motivating users to keep going.
Rewards – Incentives like bonuses, extra features, or perks given for accomplishments.
Feedback – Real-time responses or evaluations based on user actions, guiding improvement.
Time Constraints – Introducing limited time for tasks or challenges to heighten urgency and engagement.
Avatars – Personalized representations of the user in the system, increasing emotional connection.
Unlockables – Hidden or exclusive content that becomes available after reaching certain milestones.
Virtual Goods – Collectible items or in-game currencies that can be used to customize or enhance the experience.
Social Sharing/Collaboration – Encouraging users to share achievements or collaborate, enhancing social interaction.
Storytelling – Embedding tasks or activities in a narrative that engages users emotionally and cognitively.
Self-Determination Theory (SDT) in gamification emphasizes intrinsic motivation by fulfilling the psychological needs of autonomy, competence, and relatedness.
In a gamified learning environment, students feel more engaged when they have control over their learning (autonomy), experience a sense of mastery (competence), and connect with peers or mentors (relatedness).
Gamification strategies, such as offering challenges, feedback, and collaboration, foster these needs, making learning more enjoyable and motivating.
Divide yourself into groups of 3-4 people.
Discuss and answer the following questions. Use a maximum of 5 minutes per topic.
Are you currently using any gamification (made by your teacher or by you) that can improve the extrinsic and intrinsic motivators for your learning?
How can you incorporate gamified learning into your daily study habits for math? What kinds of gamified strategies or tools would help you stay engaged with challenging topics?
How can gamification be tailored to your personal learning preferences and pace, and what types of game elements would best help you stay engaged with challenging topics like calculus?
Framework
The Gamified PYTHAGORAS ADDIE Model
Two Types of Gamification: Structural & Content Gamification
Theories
Psychological Theories in Gamification Pedagogical Theories in Gamification
Instructional Theories in Gamification Game Theories in Gamification
Theories from other Disciplines in Gamification
Discussion: How this model can be also used by students?
Go to menti.com and use the code 7545 3499 to enter.
Make groups of 3-4 people:
Consider one or more courses/learning processes to gamify
Read and fill out the DESIGN CANVAS - STRUCTURAL GAMIFICATION for this.
Read and fill out the DESIGN CANVAS - CONTENT GAMIFICATION for this.
Think out of the box. How gamification can be further used?
We share some experiences all together. 🤗
The "Gamification of Learning and Instruction Fieldbook" by Kapp, Blair and Mesch is definetly the best "how to" on applying gamification in a real life context, step-by-step.
Some of the books may be also available free through your institutions.
A short video that shows some examples of gamification in education.
A short video that gives some examples of how one can gamify the classroom.
You can make studying fun and less boring by turning studying into a game
Short video that shows how you can gamify your studies
Gamification can be everywhere. It is a tool for everyone and can be driven by anyone: by your teachers, your fellow students, your grandmother, and of course by you. It can focus on intrinsic or extrinsic motivators. It can be structural or content gamification. It can tap into what excites you most—competition, curiosity, or connection—and be as flexible or complicated as you want.
The power is in your hands to create a fun, engaging experience that works for you. So, take the lead and start gamifying your world!
This workshop and its content was developed by Tone Eide Hilmen, research assistance in the Pythagoras project at AAU, and masters student in Service Systems Design at AAU Copenhagen. (LinkedIn link)
This workshop is held by Georgios Triantafyllidis, professor at the Institute of Architecture and Media Technology at AAU and research associate in the Pythagoras project. (University Profile Link)
There is a prize!