Gamification in the Classroom | Origin: ED409
This is a general discussion forum for the following learning topic:
Gamification in the Classroom
Post what you've learned about this topic and how you intend to apply it. Feel free to post questions and comments too.
At a recent faculty meeting, during a presentation from our librarians, I experienced gaming while learning more about APA, 7th edition. Colleagues who were enrolled in and/or had recently acquired degrees had the upper hand and remained in the leaderboard position. Myself and two colleagues [our guild] felt confident in the early stages [i.e., easier stages] but then realized how much we did not know when we were knocked off the Top 5 leaderboard :( Overall, it was a fun way to learn and it is easy to see how students can grasp technology while in a social learning theory environment.
I learned that even small additions—like points, badges, or progress tracking—can significantly increase student motivation and engagement when used with clear purpose.
I’ve discovered that weaving gamification into my lectures transforms them into more engaging, interactive, and exciting learning experiences for students.
Gamification can be used to keep students engaged which is beneficial to prevent them from getting easily distracted.
I learned that gamification isn’t “playing games” but deliberately using mechanics, tutorials, quests, guilds, boss battles, XP to drive learning while keeping rigor through guardrails like required assessments, caps on repeatables, and unlocks. In Nursing Fundamentals, I’ll post a five-minute sterile-field tutorial and have students replicate it with a micro-checklist. I’ll frame clear activity goals (e.g., “maintain a sterile field with zero breaks; document the wound accurately”) and run a quest sequence i.e. hand hygiene → PPE → sterile field → dressing, each with brief evidence of completion. The OSCE and SBAR handoff will be required boss battles that must be passed regardless of banked points. I’ll use a simple XP system with caps and an LMS “Skills Passport” progress bar, and I’ll award targeted badges (PPE Pro, Dosage-Calc Ninja, Documentation Ace) that students can showcase in their e-portfolios.
This video contained a plethora of innovative ideas. I am especially interested in the idea of guilds as a modified small-group format
I enjoy gamification in the classroom and learned how to add some more layers to the activities that I have already tried to implement. It was interesting to hear the statistics on gamification and realize that the interest ranges in the demographics
I've learned that adding gamification to my courses, especially the lecture classes, will cause students to be more engaged and make it more interesting
I think the creators of the course are right in saying that gamers have an intense interest and focus on attaining their goals. I think that these are great ideals for the classroom. My only concerns are that students barely get the required work done as it is, and our limited course templates.
After this lesson I have already started a leader board and so far, it has been a huge hit in class. I can't wait to see how it ends and how much confidence my students will gain from this.
I would like to apply the leaderboards and guild leader boards. I think it would get discussions going between the stronger and weaker students to assist each other so they get higher on that board.
I learned that I was already implementing some of the gamification concepts. I also learned that applying quests and missions throughout my units would be very helpful to my students
I have learned the vocabulary of gamification. I am already using most of the techniques in the classroom through daily activities like Kahoot, Jam Board, Knowledge Matters, etc., and I am aware of the increased motivation and engagement.
I already use the gamification concept of tutorials in my math course, however, I do not have a rewards system based on the students being able to complete the task / concept well enough. I would like to try implementing the concepts of guilds and quests in my future term(s), seems like a great way to break the ice between the students as I am a term 1 instructor!
I am especially interested in the corelation between goals and building Guilds.
I really enjoyed the concepts of adding things like XP and other video game/roleplaying elements to the classroom. As an avid Dungeons and Dragons player this is an attractive and fun project for my immediate future!
The course has given me a new look at gaming in the classroom. Effectively engaging students in learning is a challenge faced by all instructors - novice and veteran. I appreciate the course instructors view on using appropriate gaming and not just sticking it in a lesson. I am going to implement the boss battles for certain. As for the others, I will need to do some more reflection before I decide.
Adding different games for learners make sure they know their concepts.
I use many different games already.