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GAMIFICATION IN EDUCATION - Coggle Diagram
GAMIFICATION IN EDUCATION
distinctive features
points
that are accumulated as a result of executing tasks
levels
which users pass depending on the points
challenges/tasks
that users perform and progress towards defined objectives
badges
which serve as rewards for completing actions
users
are all participants – employees or clients (for companies), students (for educational institutions)
ranking
of users according to their achievements
HOW - GAMIFICATION IN EDUCATION
Definition of learning objectives
The learning objectives have to be specific and clearly defined. The purpose of education is to achieve the
learning objectives, because otherwise all activities (including gamification activities) will seem pointless.
Creation of educational content and activities for gamification
Multiple performances
– the learning activities need to be designed so that students can repeat them in
case of an unsuccessful attempt.
Feasibility
– the learning activities should be achievable. They have to be tailored and adapted to
students’ potential and skill levels.
Increasing
difficulty level – each subsequent task is expected to be more complex, requiring more
efforts from students and corresponding to their newly acquired knowledge and skills.
Multiple paths
– in order to develop diverse skills in learners, they need to be able to reach the
objectives by various paths.
Determination of learners’ characteristics
When teachers implement new approaches in learning process it is essential to define students’ characteristics
(profiles) in order to determine whether the new tools and techniques would be suitable.
Adding game elements and mechanisms
The key element of gamification is the inclusion of tasks that learners have to perform. The performance of tasks
leads to accumulation of points, transition to higher levels, and winning awards
CONCLUSION
Gamification is an effective approach to make positive change in students’ behavior and attitude towards learning, to improve their motivation and engagement. The results of the change have bilateral nature – they can affect students’ results and understanding of the educational content and create conditions for an effective learning process.
E-learning is suitable for easy and effective integration of gamification. Game techniques and mechanisms can be implemented in the learning process as activities which purpose is to achieve certain learning objectives, increase learners’ motivation to complete them and engage students in a friendly competitive environment with other learners.
Concept/Big Idea
Retro Gaming
Pixelated
Game Referenes
Educational