
Gamification
Presentation
•
English
•
Vocational training
•
Practice Problem
•
Hard
Juárez Daniela
FREE Resource
20 Slides • 15 Questions
1
Unit 1
Content: Gamified Activities
Educational Technology
Professor: Estela Aracely García Cruz
2
Open Ended
HAVE YOU EVER USED A GAME IN CASS? yes/no. Mention wich one.
3
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
4
“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
it has
been
used
successfully
in
the
business
world.”
(Figueroa, 2015)
5
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.
6
General data
7
8
9
Drag and Drop
10
Multiple Select
Chosee the corret descriptions for digital natives.
New generation of
young people born into the digital age.
They process
information quickly,
enjoy multi-tasking and gaming.
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 in a digital
environment.
11
Multiple Select
Chosee the corret descriptions for digital immigrants.
New generation of
young people born into the digital age.
They process
information quickly,
enjoy multi-tasking and gaming.
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 in a digital
environment.
12
Multiple Choice
This generation comprises an old crew of people between 7 and 22 years
Generation Z
Millennials
Generation X
silent Generation
13
Categorize
New generation of
young people born into the digital age.
Those who learnt to use
computers at some stage
during their adult life.
This generation comprises an old crew of people between 55 and 73 years
This generation comprises an old crew of people between 74 and 91 years
Organize these options into the correct categories
14
Multiple Choice
This generation comprises an old crew of people between 74 and 91 years
Generation Z
Millennials
Generation X
silent Generation
15
Labelling
Mach the name of the next genaration
Silent generation
Generation Z
16
Reorder
Order the generations from youngest to oldest.
Generation z
Millennials
Generation X
boomers
silent generation
17
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.
18
Audio Response
What is gamification

19
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.
20
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.
21
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.
22
Word Cloud
Mention one benefit of using games in class
23
Word Cloud
Mention the game elements that you know.
24
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.
What game elements can I use in a class?
25
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.
26
How would
you use the
following
game
elements?
27
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.
28
Labelling
Match the name of this digital
mark
Insignia
29
Multiple Choice
which of the next answer is not a game element
Digital inmigrant
Virtual Currency
Badges
Challenges between Users
30
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.
31
Open Ended
HAVE YOU EVER USE QUIZLET IN CLASS?
share if your experience was positive or negative.
32
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
33
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
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
34
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.
35
Unit 1
Content: Gamified Activities
Educational Technology
Professor: Estela Aracely García Cruz
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