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.
I have learned how to bring in different concepts or activities for the students to complete for points
The classes I teach can have gaming elements applied that can help me organize lessons and help students get more motivated to learn the material
I think that if it helps keeps students engaged in the subject matter then I'm all for it. Keeping their interest on topic and away from their phones is the biggest challenge we face as educators.
During my MA program, I had a peer that loved board games, and utilized gamification principles before I even knew that was a thing. Since then, I have taught any composition classes, and gamification has always stayed in the back of my mind. I don't think that boss battles or badges are the way to go for composition classrooms, but I am very interested in Guild work. I think forcing students into a mini team, from the start of class, will help them reach out and support their peers more, along with holding each other accountable.