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What and Where is
Gamification?
“Gamification is about taking something that is not a game and applying game
mechanics to increase engagement, happiness and loyalty!”. We can find
gamification in many things and activities in real life, for example:
 In the School.
 In a Business.
 In games.
 At work.
 E-Learning
 In the government.
 Many others…
GAMIFICATION IN
THE CLASSROOM
The gamification of learning is an educational approach to motivate students to learn by
using video game design and game elements in learning environments. The goal is to
maximize enjoyment and engagement through capturing the interest of learners and
inspiring them to continue learning.
In the classroom games promoted situated learning; learning that occurs in groups of
practice during immersive experiences.
Playing games are the first method children use to explore higher-order thinking skills
associated with:
 Creating.
 Evaluation.
 Analyzing.
 Applying new knowledge.
The impact of technology on Curiosity
Games are powerful vehicles for human learning. They are structured for players to solve a
problem.
Many games promotes communication, cooperation and even competition amongst
Depending on how they are designed, games can both teach and test their players.
The structural elements of games are also especially suited to serve this current generation
of learners. Commonly known as gamification.
The impact of technology on Curiosity
Games are powerful vehicles for human learning. They are structured for players to solve a
problem.
Many games promotes communication, cooperation and even competition amongst
Depending on how they are designed, games can both teach and test their players.
The structural elements of games are also especially suited to serve this current generation
of learners. Commonly known as gamification.
“games are great at resolving several common classroom issues such as: Student
participation / talk-time, student engagement, differentiation, data-tracking and increasing
student achievement.”
12 examples of gamification in the classroom:
1.- Giving points for meeting academic objectives.
2.- giving points for meeting procedural / non-academic objectives.
3.- Creating playful barriers.
4.- Creating competition within the classroom.
5.- Comparing and reflecting on performance in nuanced ways personalized for each
student.
6.- Creating range of unique rewards desirable for a range of unique students.
7.- Using levels, checkpoints, and others methods of “progression”.
8.- Grading backwards.
9.- Creating challenges with more than one way to be solved and emphasize the different
approaches.
10.- Giving learning badges.
11.- Letting students set their own goals, then track their own progress in a
fun/visual/social/personal way.
12.- Helping students assume specific perspective in learning-as-a judge, designer, father,
etc.

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Gamification

  • 1. What and Where is Gamification? “Gamification is about taking something that is not a game and applying game mechanics to increase engagement, happiness and loyalty!”. We can find gamification in many things and activities in real life, for example:  In the School.  In a Business.  In games.  At work.  E-Learning  In the government.  Many others…
  • 2.
  • 4. The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning. In the classroom games promoted situated learning; learning that occurs in groups of practice during immersive experiences. Playing games are the first method children use to explore higher-order thinking skills associated with:  Creating.  Evaluation.  Analyzing.  Applying new knowledge.
  • 5. The impact of technology on Curiosity Games are powerful vehicles for human learning. They are structured for players to solve a problem. Many games promotes communication, cooperation and even competition amongst Depending on how they are designed, games can both teach and test their players. The structural elements of games are also especially suited to serve this current generation of learners. Commonly known as gamification.
  • 6. The impact of technology on Curiosity Games are powerful vehicles for human learning. They are structured for players to solve a problem. Many games promotes communication, cooperation and even competition amongst Depending on how they are designed, games can both teach and test their players. The structural elements of games are also especially suited to serve this current generation of learners. Commonly known as gamification. “games are great at resolving several common classroom issues such as: Student participation / talk-time, student engagement, differentiation, data-tracking and increasing student achievement.”
  • 7. 12 examples of gamification in the classroom: 1.- Giving points for meeting academic objectives. 2.- giving points for meeting procedural / non-academic objectives. 3.- Creating playful barriers. 4.- Creating competition within the classroom. 5.- Comparing and reflecting on performance in nuanced ways personalized for each student. 6.- Creating range of unique rewards desirable for a range of unique students. 7.- Using levels, checkpoints, and others methods of “progression”. 8.- Grading backwards. 9.- Creating challenges with more than one way to be solved and emphasize the different approaches. 10.- Giving learning badges. 11.- Letting students set their own goals, then track their own progress in a fun/visual/social/personal way. 12.- Helping students assume specific perspective in learning-as-a judge, designer, father, etc.