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38. Gamification
Definition
Gamification involves implementing elements of gameplay in your lessons. This can be as simple as creating a competition out of a mathematics quiz.
Recently, computer software such as excel and programming languages have been used in the classroom as elements of ‘digital‘ gamification.
Don’t confuse gamification with game-based learning, which is discussed next.
Benefits

  • Gamification can make boring lessons fun, thereby increasing the engagement and motivation of students.

Challenges

  • Teachers must not lose focus on the learning outcomes that must be met. ‘Fun’ is not the goal, it is the means for achieving the goal, which is always learning.

Examples

  1. Get your students into two groups and have them compete in a trivia contest based on your lesson content.

  2. Give students table groups and reward tables with points depending oh how well they do.



39. Game-Based Learning
Definition
Not to be confused with gamification, game-based learning involves the use of actual games (board games, computer games, sports games, etc.) into a lesson.
While gamification involves using elements of gameplay into lessons (points, competitions), game-based learning involves using actual games in a lesson.
Benefits

  • Students often love video games at home, so they get excited that they can play them in school as well.

  • Games can also support cognition by prompting students to complete and practice tasks to win games. See also: cognitive tools.

Challenges

  • Parents may feel playing games in the classroom is not acceptable. Make sure parents know your reasoning behind using games.

  • Ensure the focus remains on the learning outcomes, not just on ‘having fun’.

Example

  1. Minecraft is a very popular computer game that is used in classrooms.

  2. Sim City is a popular game for city design courses.

  3. Use card games to teach counting. I teach ESL students counting using the game UNO.


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