

gamification
Presentation
•
Education
•
1st - 5th Grade
•
Practice Problem
•
Hard
Susana Nolasco
FREE Resource
31 Slides • 2 Questions
1
Unit 1
Content: Gamified
Activities
Educational Technology
Professor: Estela Aracely García Cruz
2
1.
Use technological resources to develop the teaching and
learning process in a dynamic way, according to the
requirements of the digital era, and working in an
individual and collaborative setting.
2.
Develop pedagogical and didactic skills in English and
spanish to teach English as a second language through
different techniques that lead students to develop their
own learning, based on the national syllabus, and working
in an ethical, individual and collaborative way.
Competences to
develop
3
Have you ever used a game
to study any content?
4
Open Ended
have you ever used a game in class?
5
Multiple Choice
These individuals learned about technology as adults. they are known as the older crew.
digital natives
digital inmigrants
digital citizens
digital money
6
“A concept that is adaptable to digital
natives and digital immigrants that are
learning
aL2
is
Gamification.
As
a
pedagogical
strategy,
Gamification
is
basically
new,
but
ithas
been
used
successfully
in
the
business
world.”
(Figueroa, 2015)
7
Digital native vs Digital immigrant
Digital natives
New generation of
young people born into
the digital age.
They process
information quickly,
enjoy multi-tasking and
gaming.
Digital immigrants
Those who learnt to use
computers at some stage
during their adult life.
- They were born before
1980s
-The older crew, they
weren’t raised in a digital
environment.
8
General data
9
10
11
What is Gamification?
According to Werbach and Hunter (2012), “it
is the use of game elements and game design
techniques in non-game contexts”
It means: Triggering intrinsic and extrinsic
motivation in students to develop their skills
through engaging activities with an
educational purpose.
12
How?
Let’s pretend you are
all teachers, the next
topic you will teach
will be adjectives.
Two choices:
1: Traditional way
using deductive
grammar.
2: Using one activity
that is usually a game,
but this time has an
education goal.
13
Example:
Traditional: students studying the
rules and memorizing adjectives and
the way they are used.
Gamification: students accessing to an interactive
website in which they describe different people by
completing a puzzle or word search getting points every
time they do well.
14
What is the objective of
using gamification?
• The main objective of Gamification is to increase
participation
and
motivate
users
using
game
elements
such
as
points,
leaderboards,
and
immediate feedback among other things.
• It is based in the success of the gaming industry,
social media, and decades of research in human
psychology. Basically, any task, assignment, process
or theoretical context can be gamified.
15
What game elements can I use in a class?
• Points,
badges,
leaderboards,
progress
bars/progression charts, performance graphs, quests,
levels, avatars, social elements, and rewards. All these
elements have different purposes and can be adapted
to basically any work, business or education related
environment.
16
How would
you use the
following
game
elements?
17
Game elements
Badges
Levels
Leaderboards
Progress bar
They
represent
student's achievements.
Marks, insignias…
Game
element
that
allows players to see
where they are and how
they progressed.
Scoreboard showing
names and current
scores.
Graphical control
element used to
visualize the progression
of a game.
Virtual currency
Awards, trading and
gifting
Challenges between users
Coins or tokens used to
reward players and
create game economy.
Incentives players
receive for any
achievement.
Competitions in which two or more people are
engaged.
18
Other ways to apply gamification in the classroom.
Class competitions:
Contest in which two or more
people
are
engaged
where
typically
only
one
or
afew
participants will win, and others
will not.
Teacher vs. Class:
Students must follow a rule that
the teacher sets. Anytime a
student follows the rule, the Class
gets a point. Anytime a student
does not follow a rule, the
teacher gets a point.
Awards:
a prize or other mark of
recognition given in honor of an
achievement.
Giving learning badges:
a special or distinctive mark,
token, or device worn as a sign of
membership and achievement.
19
Benefits of gamification
1.
Increases
learner
engagement.
When learners feel positive about their learning
process and know that they are going to be rewarded
in some way for their efforts, then they stop becoming
passive observers and turn into active participants.
2.
Makes
eLearning
fun
and
interactive.
Gamification in eLearning makes learning not only
informative, but fun and exciting too. This creates the
feeling
ofimmersion,
which
offers
learners
the
opportunity to feel as though they are an integral part
of the overall learning process.
20
Benefits of gamification
• 3.
Increases
learner
engagement.
They can get a first-hand look at how their choices within
the game result in consequences or rewards. If they do not
fare well, then they aren't rewarded for their actions or
aren't able to progress to the next level.
• Makes
eLearning
fun
and
interactive.
If learners are having fun and are getting excited about
learning, then they are more likely to acquire information.
Even a subject matter that may be dull or complicated can
be absorbed more easily, because learners are enjoying the
process and are actively participating.
21
Quizlet
Quizlet is a free website providing learning tools for students, including flashcards, study and game modes.
You start by creating your
own
study
sets
with
terms and definitions.
Create
You can copy and paste from
another
source,
oruse
Quizlet's built-in auto-define
feature
tospeed
upthe
creating process.
Add
Over
40
million
user-
generated flashcard sets
are on the website
Find
Track your progress with
6powerful
study
and
game modes!
Study
Review
your
material,
shuffle/randomize,
or
listen with audio.
Flashcards
Track
your
correct/incorrect answers
and
retest
the
ones
you've missed.
Learn
Randomly
generate
tests based on your
flashcard set.
Test
Race against the clock
to
drag
and
match
terms/definitions.
Scatter
22
Access to the platform
https://quizlet.com/
Research shows that testing yourself with
flashcards is more effective than rereading
your notes. From math to medicine to modern
languages, Quizlet is used by students in over
100 different subjects.
Loved by educators in over 50% of U.S.
schools and 150 countries.
23
Quizziz
24
Participants see questions on their own devices and you get great data—no grading required.
25
Participants can join from any device with a web browser and use our iPhone and Android Apps.
26
Kahoot!
• A learning platform to engage your class with interactive lessons.
• Get instant feedback from every student in the class.
• Track learning progress over time for formative assessment.
• Foster creativity and teamwork to turn learners into leaders.
27
Access link: https://youtu.be/VhnW8oSg-UA
28
GIMKIT
Gimkit can be used in any classroom to introduce or review
concepts; it's like a mashup of Kahoot! and Quizlet, but with some
unique features neither have. The live gameplay is fast-paced and
engaging, but when it's assigned for independent practice, Gimkit
functions more like flash cards. Getting started is easy; search for
kits (question sets) created by other users and copy/modify them
for your own use. You can also import existing question sets into
Gimkit from other flash card platforms or a spreadsheet. Students
can help you build a kit in minutes by submitting their own
questions
using
the
KitCollab
feature.
29
Access link: https://www.gimkit.com/
Tutorial:
https://www.youtube.com/watch?v=OM51xsRa--g
30
Activity Chart
Activity title
Creating a game!
Type of activity
Collaborative
Competence of the
subject
Use technological resources to develop the teaching and learning process in a dynamic way, according
to the requirements of the digital era, and working in an individual and collaborative way.
Instructions
-Work in teams of 4 people
-Design a game about lesson 5 (Select one of the 4 tools: quizlet, quizziz, kahoot, gimkit).
-Insert at least 20 different questions.
-Play and test the game with your classmates. One of you can play the role as a Teacher.
-Create a session in teams in record while you give the instructions to the participants and while
you are playing the game.
-When you create the session in teams add my email egarcia@ugb.edu.sv as one required
attendee. Upload your recording to drive and send me the link to canvas.
-In a word document, paste the link.
-Make sure the video is public and visible for everyone who has the link.
-Add a cover page including the name of all the participants and submit it in the assignment
section in canvas.
Due date
Sunday, August 28th 2022. At 11:55 pm.
Evaluation
instrument
Rubric
Grade
100% lab 2
31
Complementary resources
Resource
Title
Reference
Academic article
Gamification elements to use
for learning
https://trainingindustry.com/content/uploa
ds/2017/07/enspire_cs_gamification_2016.
Video
Kahoot
https://www.youtube.com/watch?v=KJgZZQ
csSPk
Video
Gimkit
https://www.youtube.com/watch?v=ux0GH
LPgxXM
Video
Quizziz
1 https://www.youtube.com/watch?v=D-
RDoYE0nXU
2.
https://www.youtube.com/watch?v=7sP2jX
9kHvY
Video
Quizlet
https://www.youtube.com/watch?v=Jo6ITr9
yt4Y
32
Doubts or questions?
If so, let me know throught the consultation forum corresponding
to week 5, by email egarcia@ugb.edu.sv or in our group.
33
Unit 1
Content: Gamified
Activities
Educational Technology
Professor: Estela Aracely García Cruz
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