Becca Maher Mini-Course

Author:Becca Maher

Gamification in the Classroom

Introduction

This course will help instructors motivate and engage students through incorporating a "Gamified" classroom technique. Instructors will learn why Gamification is needed, how it can positively be implemented into any classroom setting, as well as how to give immediate and productive feedback. Instructors will practice and create different online learning platforms that they can immediately incorporate into their classroom setting.

Performance Objectives

General Outcomes: Participation in this course will...

  • Understand the need for gamification in the classroom in order to motivate and engage students, as well as increase student success and learning through immediate feedback.

Specific Outcomes: By the end of this course, participants will....

  • Learners will be able to define Gamification and understand the need in the classroom.
  • Learners will be able to understand the classroom management techniques involved in a gamified classroom.
  • Learners will explore possible online platforms used in Gamification.
  • Learners will be able to engage in self-assessment and reflection based on immediate feedback.

Click on the units below to begin


Unit 1: Understanding Gamification and how it can be used to motivate and engage students.

Objectives: Participants will....

  • Define Gamification
  • Explain the "Why" of Gamification

Unit 2: Classroom Management. How to empower and challenge learners

Objectives: Participants will....

  • Learners will understand the classroom management techniques involved in a gamified classroom.

Unit 3: Understanding a multitude of online learning platforms that can be used to Gamify a classroom.

Objectives: Participants will....

  • Define and give examples of online-learning platforms used in a gamified classroom.

Unit 4: Self-assessing and self-reflecting on learning, based on immediate feedback.

Objectives: Participants will....

  • Self-assessment and self-reflection in the classroom.
  • Immediate Feedback through gamification.

CLOSURE TO COURSE

Thank you to all who have participated in this course! I hope you are able to define and understand the need for gamification in the classroom, and understand the classroom management techniques of gamification. After participating in this course, you should feel confident in exploring new online learning/gaming platforms for classroom use, as well as how you can use the data collected from these games to assess student knowledge and give immediate feedback. I hope you have enjoyed this course and that you and your students can benefit from it!



References:

Unit 1 Lesson 1:

Audiopedia, T. (2017, April 12). What is GAMIFICATION OF LEARNING? What does GAMIFICATION OF LEARNING mean? Retrieved from https://www.youtube.com/watch?v=mqSiYhfBdWI

Talks, T. (2018, May 07). The Power of Gamification in Education | Scott Hebert | TEDxUAlberta. Retrieved from https://www.youtube.com/watch?v=mOssYTimQwM


Unit 1 Lesson 2:

Pavlus, J. (2016, March 07). Why We Love the Games That Enrage Us Most. Retrieved from https://www.scientificamerican.com/article/why-we-love-the-games-that-enrage-us-most/

8 Game Elements to Make Learning More Intriguing. (2017, December 15). Retrieved from https://www.td.org/insights/eight-game-elements-to-make-learning-more-intriguing


Unit 2 Lesson 3:

Education, T. I. (2018, December 12). Gamification in the Classroom. Retrieved from https://www.youtube.com/watch?v=W72DnmSZbr4


Unit 4 Lesson 5:

Virtual, M. (2017, March 13). Module 3: Self Assessment. Retrieved from https://www.youtube.com/watch?v=Qo_5dJ-dlIQ

Self reflection. (n.d.). Retrieved from http://www.open.ac.uk/choose/unison/develop/my-skills/self-reflection


Unit 4 Lesson 6:

Yoder, L. (2014, October 20). Kahoot: Data Download. Retrieved from


How people learn: Bransford, J. D. (2004). How people learn: Brain, mind, experience, and school. Washington, DC: National Acad. Press.