What is the gamification? 6 Key components to bring to the classroom

The gamification offers many benefits: the students must develop critical thinking, problem solving, divergent thinking and analytical skills from multiple media. The gamification, however, needs special attention and restructuring didactic framework.

Gamification, WHAT IS IT?

It is the process in which teachers design units and teaching programs based on video games learning environments: this increases the commitment and attention of students, especially when dealing with classroom difficulties.

What is the gamification

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There are a number of factors to consider: the first and most important is the content. What you will try to teach you exactly? Whether it is a teaching unit or only part of it, you need to plan, organize and evaluate new material, and also consider your students in particular: what kind of learning prevails? What information do know now? As you have, a basic understanding of the technological skills of your pupils and students you can get an idea of the support they require each and them. You may need to consider adding media support and assistance, such as manuals, especially in highly competent class but a little “saturated” and quite student.

Gamification COMPONENTS

There is not necessarily via video games, but a very similar structure: Now if those video games are a widely used resource. What is learning gamificas: this detail is important. Again: GAMIFICATION LEARNING. Like any ICT innovation, the ultimate goal must be invisible technology and has a natural and intuitive aspect within the structure of our classes.

How GAMIFICA learning? (I put it in capital letters to emphasize this detail: gamification is not playing games in class, is gamification the learning process we insist.)

  1. Points

The more logos are acquired in a game, the more points you accumulate, such as in the classic video games and even arcade. We can add points for completing tasks achieve goals, play something by a certain time … That is: we have some individualized objectives, some tasks to reach them, and punctuate their completeness.

  1. Badges (i.e. “badges”)

The badges are public recognition of achievement these must design them according to the objectives directly. The badges positively reinforce the completeness of a lesson, for example. 

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  1. Levels

It allows us to customize. As in a video game, the students level rise progressively.

  1. Equipment

Most video games, especially online, require the association of several people: they are known or not. In class, teams can be formed by the teachers or the students themselves: depends, of course, maturity.

  1. Bonus

Hidden rewards that have most of the game: help generate loyalty and “loyalty”. In class, there may be: you can win bonus, for example, a day without homework or extra time to do a job.

  1. Infinite Game

In many games, no last level, there is no end. They can be won or lost points: in the classroom, as well. In this way, we ensure complete customization, which allows other people to advance in the course of teaching and learning, while those who need it can afford to continue working in the areas where it has not made ​​adequate progress.

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