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Group 3: Gamification

Group 3: Gamification

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Kirsten Campbell

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8 Slides • 4 Questions

1

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Gamification

By: Kirsten Campbell, Ambere Kallsen, and Marialy Ocampo

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2

Draw

By drawing a picture, what do you think the term Gamification means?

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Gamification is...

The process of applying game elements to encourage student engagement.

  • Points

  • Badges

  • Competition

  • Avatars/skins

  • Coins

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4

Multiple Choice

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What concepts or theories does Gamification apply to?

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Goal oriented

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Creative thinking

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Personal/Situational

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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

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  • 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.

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  • Revolves around real-life scenarios.

  • Ill-structured and Well structured.

  • Solutions can be Divergent and Convergent.

Creative Thinking

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7

Multiple Choice

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What can students gain from using Gamification in the classroom?

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Students can gain responsibility

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Feedback is given back right away

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All of the above

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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.

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9

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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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10

Questions?

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11

Fill in the Blanks

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Type answer...

12

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Gamification

By: Kirsten Campbell, Ambere Kallsen, and Marialy Ocampo

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