Search Header Logo
Gamification

Gamification

Assessment

Presentation

Instructional Technology, Education

University - Professional Development

Medium

Created by

Joanna Thanasi

Used 14+ times

FREE Resource

13 Slides • 11 Questions

1

ITEC 860

Abigial Titus, Joana Thanasi, Angie Pineda​

media

2

Learning Objectives

After completion of this course, students will be able to do the following:

  1. Define ‘gamification’

  2. Differentiate between Game-based learning and Gamification

  3. Discuss the benefits of gamification in online learning

  4. Distinguish the elements of gamification

  5. Explain the limitations of gamification in online learning

3

4

Multiple Choice

Question image

Gamification is...

1

the use of design elements characteristic for games in non-game contexts

2

using games as a learning tool

3

take an existing game and tailor it to suit the students' needs

4

the instruction with realistic game experiences

5

6

media

​Gamification vs. Game-Based Learning

7

Multiple Choice

Question image

A Math teacher has developed a point structure that is presented on a leaderboard and has divided different concepts into levels, allowing students to progress at their own pace, independently of their classmates.

1

Gamification

2

Game-based learning

8

Multiple Choice

Question image

The "Level Up, Calgary" initiative, challenged all K-12 students to compete against their peers to reimagine and redesign Calgary's downtown core. They used Minecraft: Education Edition's immersive environment to connect with one another, find community partners, and eventually participate in an urban planning process.

1

Game-based learning

2

Gamification

9

Multiple Choice

Question image

Teacher vs. Class: Students must follow a rule set by the teacher. When a student respects the rule, the Class receives a point. When a student fails to follow a rule, the teacher earns a point. If the Class wins, there is a reward, such as a one-minute dance party, extra recess time, or fewer homework assignments.

1

Gamification

2

Game-based learning

10

Multiple Choice

Question image

Divide students into small groups with pads of paper, or stand up at the front and play as a class. Think of a word and put down one blank space for each letter. Have students guess letters, and write them in the blank spaces if they’re correct. If they’re incorrect, add another part to your stick figure.

The game ends when students have either guessed the correct word or the hangman is complete!

1

Gamification

2

Game-based learning

11

media

Click the Next button to learn more...

​Gamification Elements include...

  • Achievement

  • Rewards

  • Story

  • Time

  • Personalization

  • ​Microinteraction

12

13

Multiple Choice

Question image

The sense of progression motivates continued effort. Leaderboards provide a social status element, as do points and badges. What game element does this describe?

1

Rewards

2

Time

3

Achievement

4

Microinteraction

5

Story

14

Multiple Choice

Question image

From selecting and customizing an avatar to choosing the look-and-feel options (e.g., a dreamy theme or a bright color theme), accommodate individual preferences. What game element does this describe?

1

Achievement

2

Rewards

3

Story

4

Time

5

Personalization

15

Match

Match the following Game Elements to their examples.

Achievement

Rewards

Story

Time

Personalization

Points, Badges, Leveling, Certificates

Collectibles, Bonuses, Power-ups

Narrative, Quest, Journey

Countdown, Schedule

Avatar, Character naming, interactive conversation

16

media

There are three key advantages of gamifying your e-learning content...

What are they?

Continue to the next page to learn more...​

17

18

Multiple Select

After completing the reading, what are advantages of gamifying e-learning content?

1

Gamification makes learning less intimidating

2

Gamified learning gives students a better grade

3

Gamified learning increases motivation to learn

4

Gamification improves your e-learning content's user experience

19

Integration of Gamification into Course Design: A Noble Endeavor with Potential Pitfalls

​Deborah Moore-Russo, Andrew Wiss & Jeremiah Grabowski, College Teaching

​​Academic Article:

​Gamification Sucks

Extra Credits, YouTube

​Pros and Cons of Gamification Garima Gupta, eLearning Industry

​​Blog:

​Gamification has limitations too. Review one of the following resources to see the potential weaknesses of this approach:

​​Quippy Video:

20

Limitations

  • Extrinsic VS Intrinsic Motivation

  • Budget limitations

  • Competition​

  • Quizzes masked as games

  • Weak connections to learning outcomes

  • ​Users unfamiliarity with systems that create a barrier to learning

  • "different wrapping around the same gift"​ (i.e. points = grades)

  • Large amount of instructor's time required​

21

Audio Response

Briefly reflect on the potential how you might be able to use gamification in your context and what the limitations might be?

BONUS: This will get your wheels turning on this weeks discussion post.

audio
Open Audio Recorder

22

Conclusion

Gamification is becoming a bigger and bigger part of our "screen lives."

It ​has unlimited possibilities in classrooms and other settings, but as with all other teaching techniques it requires intentional application and strategic use.

23

Don't Forget!

After completion of this module..

  • Complete the reflection in the shared google doc

  • Participate in this week's discussion post (4 posts required)​

24

Open Ended

Please type your name to receive credit for participation.

ITEC 860

Abigial Titus, Joana Thanasi, Angie Pineda​

media

Show answer

Auto Play

Slide 1 / 24

SLIDE