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gamification

gamification

Assessment

Presentation

Education

University

Practice Problem

Hard

Created by

Yenifer Santos

FREE Resource

31 Slides • 1 Question

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Unit 1
Content: Gamified
Activities

Educational Technology

Professor: Estela Aracely García Cruz

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Multiple Choice

These individuals learned about technology as adults they are know as the older crew

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digital natives

2

digital inmigrants

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digital citizent

4

Digital money

5

kaeb

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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

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Have you ever used a game

to study any content?

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“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)

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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.

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General data

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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.

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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.

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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.

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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.

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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.

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How would
you use the
following
game
elements?

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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.

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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.

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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.

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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.

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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

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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.

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Quizziz

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Participants see questions on their own devices and you get great data—no grading required.

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Participants can join from any device with a web browser and use our iPhone and Android Apps.

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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.

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Access link: https://youtu.be/VhnW8oSg-UA

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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.

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Access link: https://www.gimkit.com/
Tutorial:
https://www.youtube.com/watch?v=OM51xsRa--g

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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

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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.

pdf

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

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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.

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Unit 1
Content: Gamified
Activities

Educational Technology

Professor: Estela Aracely García Cruz

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