
Group 3: Gamification
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Kirsten Campbell
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8 Slides • 4 Questions
1
Gamification
By: Kirsten Campbell, Ambere Kallsen, and Marialy Ocampo
2
Draw
By drawing a picture, what do you think the term Gamification means?
3
Gamification is...
The process of applying game elements to encourage student engagement.
Points
Badges
Competition
Avatars/skins
Coins
4
Multiple Choice
What concepts or theories does Gamification apply to?
Goal oriented
Creative thinking
Personal/Situational
A and B
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Goals that either the player makes for themselves, or ones that are set by the game itself. Goal orientation in video games can be either.
Goal orientation works with gamification because, through badges and achievements won in video games, it appeals to both mastery and performance goals.
Goal Oriented
Mastery goals by completing the game, actually learning, and advancing through the game.
Performance goals by winning, being the best at the game, or collecting the most achievements/badges/awards.
6
Revolves around real-life scenarios.
Ill-structured and Well structured.
Solutions can be Divergent and Convergent.
Creative Thinking
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Multiple Choice
What can students gain from using Gamification in the classroom?
Students can gain responsibility
Feedback is given back right away
All of the above
Provides challenge and individuality
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What students can gain?
Students can gain responsibility and have control over their learning
Feedback can be given immediately
Progress can be monitored this way
Everyone will be able to participate this way
Providing this challenge and individuality is a great way to implement scaffolded learning.
Reflection from storylines.
9
Gamification is not a one size fits all.
You can adjust to what fits your classroom.
It is student-paced.
Focuses on engagement rather than teaching.
How can you use it within the classroom?
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Questions?
11
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Gamification
By: Kirsten Campbell, Ambere Kallsen, and Marialy Ocampo
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