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Gamification.

Gamification.

Assessment

Presentation

English

University

Easy

CCSS
6.NS.B.3, RI.11-12.8, RL.11-12.9

+18

Standards-aligned

Created by

Paola Cortez

Used 1+ times

FREE Resource

15 Slides • 15 Questions

1

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Unit 1
Content: Gamified
Activities.





Educational
Technology.

Professor: Estela Aracely García Cruz

2

Open Ended

Question image

Have you ever used a game in a class? Yes/ No? Mention which one.

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General data.

4

Multiple Choice

Question image

This generation comprises a crew of people between 7 and 22 years.

1

Generation z.

2

Millenials.

3

Generation x.

4

Silent GGeneration.

5

Multiple Choice

Question image

This generation comprises a crew of people between 23 and 38 years.

1

Generation z.

2

Millenials.

3

Generation x.

4

Silent Generation.

6

Multiple Choice

Question image

This generation comprises a crew of people between 39 and 54 years.

1

Generation z.

2

Millenials.

3

Generation x.

4

Silent Generation.

7

Multiple Choice

Question image

This generation comprises a crew of people between 74 and 91 years.

1

Generation z.

2

Millenials.

3

Generation x.

4

Silent Generation.

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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.


9

Categorize

Options (8)

a generation of people, also called "Traditionalists," who were born between 1928-1946.

term used to describe Americans born during the late 1990s and early 2000s.

a person who started using digital technology, computers, the internet, etc.

a person who grew up with the presence of digital technology or in the information age.

a group of individuals who are highly proficient in using technology and digital devices from a young age.

individuals who had to adapt to using digital technology later in life.

individuals who are known for their strong digital skills and ability to adapt quickly to new technologies.

Individuals who value hard work, discipline, and loyalty in their professional and personal lives.

Question image

Organice estas opciones en las categorías correctas

Digital natives.
Digital inmigrants.
Generation z.
Silent generation.

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11

Video Response

Question image

Explain briefly the main difference between Digital Natives and Digital Inmigrants.

video
Open Video Recorder

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13

Drag and Drop

Question image
Digita​l nativ​es.​ ​​
Drag these tiles and drop them in the correct blank above
Grew up during WWII.
Known for discipline and hard work.
Born before widespread digital tech.
Prefer multimedia and multitasking.
Born after 1980, in the digital era.
Use texting, social media.

14

Drag and Drop

Question image


Digital inmigrants.​ ​ ​​ ​
Drag these tiles and drop them in the correct blank above
Known for discipline and hard work.
View tech as a useful tool, not central.
See tech as essential.
Use texting, social media.
Born before widespread digital tech.
Often prefer phone calls or face-to-face interacti

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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.

16

Audio Response

Question image

What is gamification?

audio
Open Audio Recorder

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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.

18

Word Cloud

Question image

Mention one benefit of using games in class.

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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.


20

Match

Question image

Match the correct answers.

A position on a real or imaginary scale of amount, quantity, extent, or quality.

An icon or figure representing a particular person in video games, internet forums, etc.

A scoreboard showing the names and current scores of the leading competitor.

A mark, token, or gift that is given in recognition of one's achievement or service.

A system of ranking people or things according to their quality, importance, or success.

Levels.

Avatar.

Leaderboard.

Rewards

Points

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How would
you use the
following
game
elements?

22

Labelling

Match the game element.

Drag labels to their correct position on the image

Mark.

Insignia.

Level.

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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.

24

Draw

Try to draw your favorite game element.

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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 of immersion, which offers learners the opportunity to feel as though they are an integral part of the overall learning process

27

Multiple Select

Question image

What are the benefits of gamification?

1

Better Engagement.

2

Improved Information Retention.

3

Leads to overstimulation or game play addiction.

4

Improved Collaboration.

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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, or use Quizlet´s built-in auto-define feature to speed up to creating process.

Add

Over

40

million

user-

generated flashcard sets
are on the website.

Find

Track your progress with
powerful and game models.

Study

Review

your

material,

shuffle/randomize,

or

listen with audio.

Flashcards

Track your correct-incorrect answersand retest the ones you´ve missed.

Learn

Randomly generate tests based on your flashcard set.

Test

Scatter

Race against the clock to drag and match terms and definitions.

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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.

30

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Unit 1
Content: Gamified
Activities.





Educational
Technology.

Professor: Estela Aracely García Cruz

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