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Gamification lesson B2

Gamification lesson B2

Assessment

Presentation

English

University

Practice Problem

Easy

CCSS
6.NS.B.3, RI.9-10.4, RI.11-12.8

+15

Standards-aligned

Created by

Kelin Ramos

Used 5+ times

FREE Resource

10 Slides • 15 Questions

1

media

Unit 1
Content: Gamified Activities

Educational Technology

Professor: Estela Aracely García Cruz

2

Open Ended

Have you ever used a game system for application in clss? Yes/no.

Mention the name.

3

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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.

4

Labelling

Those who learnt to use
computers at some stage
during their adult life.

Drag labels to their correct position on the image

Digital natives

Digital immigrants

5

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General data

6

Categorize

Options (4)

Between 7-22

Between 23-38

Between 39-54

Between 74-91

Organize these options into the right cateegories

Generation Z
Millennials
Generation x
Silent generation

7

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8

Multiple Choice

This generation grew up using technologycal resources:

1

Digital natives

2

Digital Inmigrants

3

Millennial

9

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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.

10

Audio Response

Explain, what is Gamification?

audio
Open Audio Recorder

11

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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.

12

Multiple Choice

Students studying the
rules and memorizing adjectives and
the way they are used.

1

Gamification

2

Traditional

13

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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.

14

Open Ended

Write the benefits of using games in classes.

15

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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.

16

Open Ended

Mention five elements that you can use in a class.

17

media

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

Multiple Choice

Game element that
allows players to see
where they are and how
they progressed

1

Badges

2

Levels

3

Virtual currency

4

Progress bar

19

Fill in the Blanks

20

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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.

21

Fill in the Blanks

22

Labelling

What´s this? Do you recognize this game element?

Drag labels to their correct position on the image

Levels

Badge

23

Draw

Draw an excellence insignia for your students

24

Open Ended

What tools can you use on Quizlet?

25

Match

Match the following concepts from the Quizlet tools.

You can copy and paste from
another source, or use
Quizlet's built-in auto-define
feature to speed up the
creating process.

You start by creating your
own study sets with
terms and definitions.


Track your progress with
6 powerful study and
game modes!

Over 40 million user-
generated flashcard sets
are on the website

Review your material,
shuffle/randomize, or
listen with audio

Add

Create

Study

Find

Flashcards

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Unit 1
Content: Gamified Activities

Educational Technology

Professor: Estela Aracely García Cruz

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