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Gamification In Education (Data) - Coggle Diagram
Gamification In Education (Data)
How
Provoke students
Rewarding students
Increase motivation and activity(engaging)
Teamwork
Responsible behavior
Developing skills
Points and level system
Achieve points to higher levels
Badge system
Earn recognition
Stragegy
Students characteristics
Suitable tools
Comfortable learning
Competitive nature
Achievement
Learning objectives
Determine educational content
Educational activities
Educational content
Interactive
Engaging
Training
Multiple performances(retry and redo)
Increasing difficulty level(more knowledge and skills)
Feasibility(achievable)
Multiple paths(develop diverse skills)
Rich in elements
Elements and mechanism
To do tasks
Points
Levels
Awards
Independent work
Leaderboards
Purposes
Achieve something
Increase motivation and commitment
Engaging students and behavior
Competitive in more positive way
Enviromental based on real life
Influence user behavior
Easier learning process
Learn real life skills
Support learning and improve engagement
Understanding the content easier
More positive behavior
Learn to achieve
Supporting Factors
Digital
E-learning
Data tracking reports
Students progress
Interaction quiz software (Kahoot!, FlipQuiz, Duolingo, etc)
BadgeOS (creating different achievement types)
Modern
Based on modern ICT
Favorable conditions
Technology
New mindset
Tools
LMS
Electronic courses
Collaboration participation
Discussions
Forums
Blogs
Auto track results and progress
Badges and awards
Leaderboards
Moodle
Avatar
Visibiliy progress
Display results
Levels
Feedback
Web-based
Interaction quiz software (Kahoot!, FlipQuiz, Duolingo, etc)
BadgeOS (creating different achievement types)
E-learning