In today's rapidly evolving educational landscape, it's crucial to rethink traditional approaches to teaching 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 intrinsic motivation, and alleviate math anxiety.
This workshop aims to transform the way we teach math by guiding you through the process of gamifying your mathematics courses. From analyzing learning goals and understanding your audience to designing engaging experiences, we'll explore practical strategies and techniques to make math learning more enjoyable, engaging, inclusive and effective.
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 (action or emotion) (5 minutes).
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 (5 minutes).
First person to get three boxes crossed out in a row (diagonal/horizontal/vertical) wins! Remember to say it out loud when you have three in a row.
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.
Divide yourself into groups of 3-4 people.
Discuss and answer the following questions. Use a maximum of 5 minutes per topic.
Write down some of your answers.
What potential challenges might arise when integrating gamification into educational settings, and how can these challenges be addressed to ensure successful implementation?
How can gamification be tailored to different learning styles and preferences, ensuring inclusivity and effectiveness for diverse student populations?
Go to menti.com and use the code 8469 1998 to enter.
We are now going to very quickly go through the first two steps of the Gamified PYTHAGORAS Model. Divide yourself into groups of 3-4 people. Consider one (or more courses) and:
Read and fill out the ANALYZE CANVAS for this course. The order you fill out the canvas does not matter, start with the section that feels easiest for you. Share it all together.
Read and fill out the DESIGN CANVAS - STRUCTURAL GAMIFICATION for this course. Share it all together.
Read and fill out the DESIGN CANVAS - CONTENT GAMIFICATION for this course. Share it all together.
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 are 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.
This workshop and its content is developed and curated 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)