
Gamification Lesson B2
Presentation
•
English
•
University
•
Practice Problem
•
Hard
Elisabet Perdomo
Used 1+ times
FREE Resource
24 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 system or application in class? Yes/No
Mention the name.
3
“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)
4
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.
5
Open Ended
In your opinion, What is the difference between digital natives and digital immifrants?
6
General data
7
Categorize
Between 7-22
Between 23-38
Between 39-54
Between 74-91
Organize these options into the right categories
8
9
Multiple Choice
What is a "digital native" characteristic?
Are people who have grown up in the information age.
Focus on one task at a time.
Tend to be logical learners
10
11
Multiple Choice
This generation grew up using technological resources:
Digital natives
Digital immigrants
millenials
12
Audio Response
According to the information, Mention two characteristics about ¨Digital immigrants

13
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.
14
Audio Response
Explain, What is gamification?

15
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.
16
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.
17
Open Ended
How can we use gamification?
18
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.
19
Word Cloud
Write the benefits of using games in classes
20
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.
21
Multiple Select
Select the game elements that we can use in class.
Points, badges, leaderboards...
progress bars/progression charts, performance graphs
power point and word
22
How would
you use the
following
game
elements?
23
Labelling
What's this? Do you recognize this game element?
Progress bar
Badge
Levels
Leaderboards
24
Draw
Draw an excellence insignia for your students
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
Multiple Choice
They represent student's achievements. Marks, insignias…
Badges
Levels
Leaderboards
Progress bar
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
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.
29
Fill in the Blanks
30
Poll
Do you know how to use Quizlet?
yes
no
31
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
32
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.
33
Quizziz
34
Participants see questions on their own devices and you get great data—no grading required.
35
Participants can join from any device with a web browser and use our iPhone and Android Apps.
36
Activity Chart
Activity title
Creating games!
Type of activity
Individual
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
-Design a game about lesson 5 (Use quizlet, quizziz).
-Insert at least 15 different terms or questions.
-Make sure the links are visible for everyone who has the link.
- Add a cover page including your name, and links then submit the document to Canvas.
Due date
Sunday, September 03rd 2024. At 11:55 pm.
Evaluation
instrument
Rubric
Grade
50% lab 1
37
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
38
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.
39
Unit 1
Content: Gamified Activities
Educational Technology
Professor: Estela Aracely García Cruz
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