1-INTRODUCTION
0/0 Pont
1.1-REFLECTION
0/0 Pont
1.2 - EVERY DAY
0/2 Pont
1.2.1 - APPS 1
0/0 Pont
1.2.1 - APPS 2
0/0 Pont
1.2.1 - APPS 3
0/0 Pont
1.3 - BASICS
0/6 Pont
1.4 - GBL?
0/12 Pont
1.5 - SUMMARY 1
0/0 Pont
1.5 - SUMMARY 1
0/0 Pont
1.6 -REFLECTION
0/7 Pont
1.7 - PRACTICE
0/16 Pont
2 - CLOSER LOOK
0/0 Pont
2.1 - DRIVE 1
0/0 Pont
2.1 - DRIVE 2
0/0 Pont
2.2 - ELEMENTS
0/0 Pont
2.2 - ELEMENTS
0/0 Pont
2.2 - ELEMENTS
0/0 Pont
2.2 - ELEMENTS
0/6 Pont
2.3 - TYPES
0/0 Pont
2.3 - TYPES
0/5 Pont
2.4 - CONNECT
0/4 Pont
2.5 - MINDSET
0/0 Pont
2.5.1 - IDEAS
0/0 Pont
2.6- CONCLUSION
0/12 Pont
3 - PLANNING
0/0 Pont
3.1 - SKILLSET
0/0 Pont
3.1 - SKILLSET
0/3 Pont
3.2 - FEEDBACK
0/5 Pont
3.2 - FEEDBACK
0/0 Pont
3.3 - ASSESSING
0/0 Pont
3.4 - SAMPLES
0/0 Pont
3.4.1 - SAMPLE
0/0 Pont
3.4.2 - SAMPLE
0/0 Pont
3.4.3 - SAMPLE
0/0 Pont
3.4.4 - SAMPLES
0/0 Pont
4 - IMPLEMENT
0/0 Pont
4.1 - STEPS
0/0 Pont
4.2 - TIPS 1
0/0 Pont
4.2 - TIPS 2
0/5 Pont
4.3 - STORIES
0/0 Pont
5 - TOOLS
0/0 Pont
5.1 - PLATFORMS
0/0 Pont
5.1. - MOTIMORE
0/0 Pont
5.1 - CLASSDOJO
0/0 Pont
5.1- CLASSCRAFT
0/0 Pont
5.2-DIGITOOLS
0/0 Pont
5.2-CLASSEQUITY
0/0 Pont
5.2-CLASSKICK
0/0 Pont
5.2-PUZZEL.ORG
0/0 Pont
5.2-NEARPOD
0/0 Pont
5.2-GIMKIT
0/0 Pont
5.2-BREAKOUT ED
0/0 Pont
5.3 -REVIEW
0/17 Pont
6 - CONCLUSIONS
0/0 Pont
6 - CLOSING
0/0 Pont
UNIT 1 - INTRODUCTION TO GAMIFICATION

In this unit, you will learn the following: 
 ● Realisation how gamification is part of your everyday life 
 ● You'll be introduced to a definition of gamification 
 ● How to use gamification in the classroom 
 ● Discern between game-based learning and gamification
 
 
1.1 - INTRODUCTION AND SELF REFLECTION

In the following Unit you will learn about gamification, its use and forms in the classroom. Before proceeding, please take a paper or a word document and take notes. Reflect on the following statements regarding your previous knowledge and/or experience on gamification. At the end of the Unit we will get back to these.
 
 What do you think about these? 
✔️Marking and assessment is a constant source of stress for students. 
✔️Stress helps students perform better with any form of assessment (e.g. tests). 
✔️Gamification simply means playing games in the classroom. 
✔️Structural gamification means redesigning your content in a game format. 
✔️I mark my students on a regular basis and I feel it is fair. 
✔️I understand and use continuous assessment in my classes. 
✔️I plan and execute projects with my classes on a regular basis, which take at least two weeks. 
✔️I believe that students should have a say in what and how they are being taught. 
✔️I'm interested in the added value of learning (i.e. I try to measure what they have learnt, rather than what they know). 
✔️Gamification can help me in creating fair assessment for my students. 
1.2 OUR EVERYDAY EXPOSURE TO GAMIFICATION
It is highly probable that you have already encountered gamification in your daily existence. 
 
Here are a few examples that support this statement: 
 
❓ Have you ever attempted to learn a new language using Duolingo? If you have, you are likely familiar with earning experience points every time you practice.
 
❓ Baking services also utilise gamification on occasion to engage customers by organizing contests and providing points for shopping.

❗ Speaking of shopping, loyalty or reward programs are frequently employed by coffee shops and supermarkets. With each purchase of your favorite beverage or groceries, you accumulate points, and as you progress through different levels, you unlock various rewards. For instance, reaching level one might earn you a free cup of coffee, while level two, which requires more spending, could provide something more valuable like a mug. 
If you utilise a wristband and a mobile application like FitBit to monitor the number of steps you take each day, you may be familiar with gamification techniques employed to motivate you to achieve your daily step goal. These methods often include leaderboards to compare your weekly step count with that of your friends, introducing friendly competition and motivation. Additionally, when you reach significant milestones, you are rewarded with game-like achievements
 
 These examples illustrate how gamification has already become an integral part of our lives. Furthermore, you can even enhance your daily routine by applying gamification principles to less interesting and perhaps even tedious tasks such as chores, studying, and exercising. By using apps that provide extrinsic motivation when your intrinsic motivation is lacking, you can transform these mundane aspects into engaging challenges. These apps leverage our desire for rewards by implementing game elements like point systems, badges, and accomplishments, allowing you to level up and make these activities more enjoyable. 
Can be an element of gamification.



aábcdeéfghiíj
klmnoóöőpqrst
uúüűvwxyz

Próbálkozások száma:
10
Here are a few gamification applications worth exploring:

Pokemon GO: 
Pokemon GO gamifies the activity of walking. The game's premise is that Pokemon creatures are scattered in the real world, visible only through your phone's camera. To catch them, you must physically venture outside your house. However, it is important to remain cautious and aware of your surroundings to prevent any accidents. You can find more information about the game at Pokemon GO Official Website or watch a video about it on YouTube
Epic Win Level Up your life: 
Epic Win transforms your to-do list into a role-playing game (RPG). As you progress through your daily or weekly tasks in real life, your avatar advances through the game. The app allows for one-time or recurring tasks based on your specific needs, and you can even synchronise it with your calendar. You can explore more about the app at Google Play Store. 

Zombies, Run!: 
Zombies, Run! is an immersive mobile running game that presents a captivating storyline narrated as the player undertakes various missions. As you level up, more of the story unfolds, and you can listen to your own music playlist while running. The app records distance, time, pace, and calories burned, and it is compatible with both iOS and Android platforms. To get a glimpse of the experience, you can visit Zombies, Run! Official Website. Additionally, gamification is not only used for lighthearted entertainment but can also be employed to support important causes. One such app is Zombies, Run!

Pain Squad: Pain Squad is a mobile game that incorporates gamification to assist individuals in coping with pain. You can learn more about the app by watching this video. These applications demonstrate the diverse ways in which gamification can be utilised to enhance various aspects of our lives. 
1.3 WHAT IS GAMIFICATION (A BASIC DEFINITION, BASED ON KAPP)
Let’s have a fast look into gamification in general, presented in the following video. 
On average, a student gets    marks / year. Say they are awarded 2 fives and then, for whatever reason, they do not prepare once and a snap quiz will give them a 1. Our student now has 2 fives and a 1. The question is: how many more fives do they need for their average to rise back to 4.5 (above which their end-of-year mark can be a 5 as well)? Well, the answer is   .
1.3 WHAT IS GAMIFICATION (A BASIC DEFINITION, BASED ON KAPP)
Let’s have a fast look into gamification in general, presented in the following video. 
Gamification does not equal:


aábcdeéfghiíj
klmnoóöőpqrst
uúüűvwxyz

Próbálkozások száma:
10
1.4 WHAT IS GAMIFICATION AND WHAT IS NOT: DIFFERENCES BETWEEN GBL AND GAMIFICATION
Now that you have gathered some information on gamification, let’s make an important distinction: game-based learning and gamification are not the same, however they might seem to be at first. Let’s learn about their differences in the following video. 
Gamification might provide a practical framework, within which all these concepts can thrive, and offer teachers a practical step-by-step guide in implementing these. 
 a)   : it simply means that students’ progress is measured over a time period (e.g. a month), rather than at certain points of the learning process. Instead of tests they have targets to reach and a month to reach them. Along the way they receive plenty of feedback in various ways that helps them design and modify any existing learning path they might be on to achieve the goals set out by them. 
 b)   : through giving students goals (missions in games), they are also provided with chances, opportunities to display their acquiring the skills needed to reach their goals. 
 c)   : rather than given one mark for a test, students have more and varied opportunities to showcase their development. A key to a successful school is feedback. Gamification helps teachers set up their unique system of feedback, which helps students through its structure and variety. 
 d)   : simply put, a system based on gamification principles never really focuses on what a student knows, rather than on what they have learned, how they have progressed.  
SUMMARY OF UNIT 1

❗ Now, let’s summarise what we have learned so far! ❗
 
Games are all around us, and are undoubtedly one of the most important sources of fun and enjoyment. We have already seen how games might turn seemingly boring (running) or difficult (PainSquad) situations into challenges, with rewards worth working for. Next, in the coming up units, we shall see how all this might be adapted to the classroom, to teaching and learning. However, there are two important terms we must learn and be aware of: Gamification and Game-based learning. These two work hand-in-hand, and you will find a unit about game-based learning only too. In this material, we are going to focus on gamification.
There are important differences between these two, as we have seen before. Please remember the following: 
 
Game-based learning is an active learning technique that uses games to improve student learning. This means students play games and learn through games. In other words, the content of the game is designed or used for the purpose of learning. 
 
 While Gamification is the application of game-elements to propel a learner through content with no alteration or changes to the content. 
SUMMARY OF UNIT 1

1.6. SELF REFLECTION AFTER THE UNIT
Please take a minute and reflect on the information received! 
Take your notes from the beginning and let us know what you think! 

What was your understanding of gamification? Please read the statements below, and decide if they are true or false, based on the material covered in this unit so far.
Gamification is using games in the classroom.



True
False
1.6. SELF REFLECTION AFTER THE UNIT
Please take a minute and reflect on the information received! 
Take your notes from the beginning and let us know what you think! 

Gamification means that I (as a teacher) shouldn’t use games in the classroom.



True
False
1.6. SELF REFLECTION AFTER THE UNIT
Please take a minute and reflect on the information received! 
Take your notes from the beginning and let us know what you think! 

Gamification helps me to create a better and more useful system of feedback for my classroom.



False
True
1.6. SELF REFLECTION AFTER THE UNIT
Please take a minute and reflect on the information received! 
Take your notes from the beginning and let us know what you think! 

Gamification measures learners’ progress rather than learners’ knowledge. 



True
False
1.6. SELF REFLECTION AFTER THE UNIT
Please take a minute and reflect on the information received! 
Take your notes from the beginning and let us know what you think! 

Gamification works in a single lesson. 



False
True
1.6. SELF REFLECTION AFTER THE UNIT
Please take a minute and reflect on the information received! 
Take your notes from the beginning and let us know what you think! 

Gamification works better if you make your students compete with each other.



True
False
1.6. SELF REFLECTION AFTER THE UNIT
Please take a minute and reflect on the information received! 
Take your notes from the beginning and let us know what you think! 

For gamification to work effectively, you, as a teacher, should create new learning materials. Your old course books won’t do.



False
True
Let's practice!
Match the following with the correct category (Game-based learning or Gamification or Both)


GBL

Gamification

Both
It can affect the content of learning.
Gameplay is very important.
There are (game play) rules.
Goals are set.
Feedback is an essential part.
It affects the process of learning, rather than the content.
It can be used in any educational setting.
It can be used to balance the unfair system of assessment in class.
UNIT 2 - TAKING A CLOSER LOOK AT GAMIFICATION

In this unit, you will learn: 
 ● About the importance of learner engagement, and methods to create real captivating and engaging lessons. 
 ● About extrinsic and intrinsic motivators, via the Octalysis Framework. 
 ● To understand the types of Gamification, including their elements, mechanics and aesthetics. 
 ● To invest in Gamification in order to create a learning environment that fosters a growth mindset and a love for lifelong learning. 
2.1 ENGAGEMENT, MOTIVATION & DRIVE

The core aim of gamification is motivating engagement. In education, worksheets are often leaned upon for teaching intricate ideas, mistaking completion for true involvement. Yet, this rushed approach falls short, as genuine learning demands deliberate engagement and sincere student interest, something worksheets often fail to evoke. 
 
In contrast to the reaction and sensation evoked by worksheets, true engagement is captivating, memorable, and sparks motivation and effort toward a learning objective. To illustrate, consider a meaningful memory. It could be your graduation, a puppy's arrival, or a first trip away. It needn't be grand; personal value is key. Why do the sights, sounds, and emotions remain vivid? The engagement evoked emotions, heightened awareness, and thus embedded the memory. 
Regarding worksheets, their value isn't dismissed. Yet, if they fail to spark a desire to learn, should we rethink their extensive use, method, and timing? It's not the content, but the dull presentation we question. 
 
Our profession urges creativity to engage students in learning, demanding their time and effort. Daniel H. Pink's "Drive" challenges conventional motivation, advocating autonomy, mastery, and purpose as key. Gamification applies these principles by infusing enjoyable game elements into mundane tasks. Expert Yu-Kai Chou calls it "Human-focused design," prioritizing emotions over mere efficiency. Smart gamification isn't about points; it starts with core motivation, invoking desired feelings for lasting engagement. 
To learn more about that we recommend you first watch the following TEDx talk.
2.1 ENGAGEMENT, MOTIVATION & DRIVE

After you watched the video study the OCTALYSIS framework for Gamification and Behavioural design. We strongly suggest you go through all 8 core drives and look into how they relate to intrinsic and extrinsic motivation.
 
 Tip! Searching for Yu-Kai Chou on YouTube will provide you with a wealth of information about this system!
2.2 GAMIFICATION ELEMENTS, MECHANICS & AESTHETICS

Gamification, by definition, entails incorporating game elements, mechanics, and aesthetics into non-game contexts such as learning environments. However, it's important to note that gamification is not solely based on rigid rules, but rather on principles, patterns, and approaches. As mentioned earlier in this unit (look at the pictures):
Let`s review the most important elements of gamification design to give you an idea what you can use in your class.
 
Graphic artist: Gergely Krizbai
2.2 GAMIFICATION ELEMENTS, MECHANICS & AESTHETICS

2.2 GAMIFICATION ELEMENTS, MECHANICS & AESTHETICS

2.2 GAMIFICATION ELEMENTS, MECHANICS & AESTHETICS
Understanding and effectively utilising the above and other elements can contribute to creating engaging and immersive gamified learning experiences. 
 
For more information on this matter: Kapp, Karl M.. The Gamification of Learning and Instruction Fieldbook (p. 133). Wiley. Kindle Edition. Gamification of Learning 
Complete the crosswords!

2.3 TYPES OF GAMIFICATION

The Gamification of Learning 

There are several schools of thought with regards to types of Gamification within the learning environment. One of the main schools of thought is influenced by Karl Kapp, an esteemed professor of Instructional Technology at Bloomsburg University and a renowned expert in Gamification. According to Kapp there are two primary types of gamification: Content Gamification and Structural Gamification. 

 The types hinge upon how we incorporate game elements into our educational materials. In the case of Content Gamification, the game elements and mechanics are integrated directly into the teaching content itself, while Structural Gamification involves infusing these elements into the overall structure of the teaching content and its process
 
 Although both approaches utilise game elements and mechanics to engage learners, their connection to the educational content differs. To grasp their distinctions, let's begin by establishing some fundamental definitions for these two gamification types.
Graphic artist: Gergely Krizbai
2.3 TYPES OF GAMIFICATION
In structural gamification, elements like points, badges, and leaderboards integrate around existing content, without altering it. The approach guides element selection. 

Content gamification transforms learning, enhancing with elements like storytelling, challenges, and rewards. It aligns with game logic, but doesn't fully become a game. 
 
Before we end this segment it is important to stress out the following. Neither of these types of gamification turn our educational content into a game. If they were a game we would be talking about game-based learning which is different from gamification. These types of Gamification proposed by Karl Kapp merely inform and are informed by our choice of elements, mechanics and dynamics. 
 
This distinction is quite nuanced so if you would like to have a better idea of how these types of gamification could look like in a classroom, we suggest you follow the course “Gamification of Learning” by Karl Kapp which not only have we learned from but is one of the main reference points of this module. 
Gamification of Learning
To aid you in deciding which elements and then which type of gamification to incorporate in your teaching, Amy Jo Kim suggests acknowledging the “player types” and social style of the students within our classroom. 
 
 
Creating Compelling Experiences - Smart Gamification
Find the missing words! There are 5 words hidden!

2.4 CONNECTING EDUCATIONAL CONTENT & GAMIFICATION ELEMENTS
The key challenge in integrating teaching content and game elements has never been the feasibility of their connection, but rather the manner in which they can be seamlessly combined to captivate and inspire students. When incorporating gamification elements, other than the core drives and player types, it is vital to consider the three Cs: content, choice, and challenge, as a guiding framework.
For more check out Michael Matera’s book “Explore Like a Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich, and Elevate Your Learners" 
 
Explore like a Pirate   

content
guiding framework
challenge
choice

The 3 Cs are referring to 
-
 , 
-
 , and 
-
 , as a 
-
 .

2.5 DEVELOPING A CREATIVE MINDSET FOR GAMIFICATION

Creativity is closely tied to shifting our mindset from perceiving barriers and limitations to recognizing the potential for connections among seemingly unrelated concepts. To aid us in this endeavour, let's explore a STEM Education video by Science Formula (What is STEM education?). It is advisable to reduce the volume for the initial 18 seconds and then gradually raise it again. 

Before watching this video, you may not have easily visualised the connections between strawberry ice cream, the solar system, light waves, and CO2. Yet there they are, intricately intertwined. As a daily challenge, you can select any object, sight, or scent and endeavour to uncover connections just like those showcased in the video.  
2.5.1  IDEA BANKS

Engage with idea banks, online platforms for idea exchange and collaboration, to reignite creativity. These banks of creativity vary from websites to social media and can be accessed publicly or exclusively. They promote innovation and technology development, while sources like TED Talks and social media aid idea exploration. Incorporating personal interests into teaching and understanding gaming as an idea bank further enhance creative perspectives. 
2.6 UNIT 2 CONCLUSION: GAMIFICATION BENEFITS 
To end this unit and hopefully motivate you to keep going here are a few of the numerous benefits gamification can bring to our classroom.
Gamification can: 


personalised
collaboration 
attention
effectiveness
active participation
enjoyable
intervention
information 
progress tracking
inspire
learning outcomes
self-evaluate

Engage and motivate learners, capturing their 
-
  
Enhance the 
-
  of instruction 
Foster better retention and recall of 
-
 
Allow for 
-
  learning experiences 
Offer prompt feedback to both teachers and students, enabling effective and timely 
-
  when needed 
Empower learners to 
-
  by accessing 
-
  mechanisms 
Enhance learner engagement and 
-
 
Improve 
-
  and academic performance 
Facilitate an 
-
  learning experience 
Enable educators to 
-
  a love for learning, cultivating lifelong learners 
Provide an avenue for developing essential life skills, such as 
-
 

UNIT 3 - BEING INTENTIONAL WITH GAMIFICATION

In this unit, you will learn about: 
 
 ● The potential of gamification beyond content-based learning, including the development of life skills and improved classroom management . 
 ● The significance of feedback loops in gamification and how they contribute to continuous learning, improvement, and motivation. 
 ● The ways in which gamification can revolutionise the assessment process while being introduced to some practical examples. 
 ● How to start visualising gamified lesson plans through samples provided by educators, demonstrating the implementation of gamification in assessment. 
3.1 LIFESKILLS & CLASSROOM MANAGEMENT

Gamification is highly effective in engaging students with academic content and extends its impact beyond knowledge transfer by fostering the development of essential life skills. It serves as a powerful tool for cultivating adaptable, innovative problem solvers, as individuals learn from errors, engage in practice, and navigate dynamic variables within gamified experiences. This approach promotes the growth of discerning, adaptable, innovative, and analytical thinkers who excel in real-world scenarios. 
 
In the educational context, gamification utilises human-focused design, leveraging motivation and play for interactive learning. It motivates students, encouraging active learning and skill development. Personalization and feedback contribute to enhanced skill growth, while emotional connections foster motivation and collaboration, developing teamwork and problem-solving abilities. The strategy also prioritises effective differentiation, acknowledging varying mastery levels among students, and aims for optimal satisfaction by maintaining appropriate challenge levels to avoid boredom or anxiety. 
 
The unparalleled ability of gamification to sustain student engagement and consistent efforts for growth and development lies in its elements, strategic reward system, and ongoing challenges. By embedding gamification as a didactic approach, educators can create enjoyable, interactive, and personalised learning environments that not only facilitate academic knowledge acquisition but also promote the acquisition of life skills, making it an effective strategy for overall skill development. 
3.1 LIFESKILLS & CLASSROOM MANAGEMENT
Here are some suggestions:
 
We can design gamified learning with team challenges for collaborative problem-solving. These should encourage transversal skills like communication and critical thinking. Track and reward peer engagement and effective collaboration using leaderboards and rewards. 
 
Utilise role-playing team-challenges for hands-on transversal skill practice. Learners engage in complex scenarios, considering diverse perspectives and making informed decisions. Gamified multiplayer and cooperative challenges promote practical skill application and real-life connections. 
 
Enhance role-playing challenges with immersive narratives, fictional or real-life, to stimulate intrinsic motivation and transversal skill application. Thoughtful storylines foster greater intrinsic value, promoting sustained engagement. Amy Jo Kim's pro-tip advises using feedback and rewards to support intrinsic motivation. 
 
As we end this segment and transition into the next, it is important to acknowledge that while educators can integrate gamification to aid the development of various if not all transversal skills, it can be especially effective for nurturing reflective thinking, self-awareness and ability to learn independently (including goal-setting). By bringing in levels, achievement and progress tracking, learners can monitor their own improvement and journey and set personal goals for their own growth thus taking ownership of their own development and learning, which encourages self-awareness and self-directed learning. 
 
To achieve this, it is paramount that we as educators work towards establishing a feedback loop that provides immediate feedback for students to be able to reflect on their performance. The feedback loop of a gamified learning process can be such an empowering tool as it enables learners to take an active role in their own growth by creating spaces that supports them in identifying areas of improvement and also motivates them to develop resilience in order to continuously work towards the refinement and mastery of their own skills and growth. 
 
---->Feedback is so important, that we believe it deserves its own segment so let's head to the next segment so we can discuss it further after a task.
By bringing in levels, achievement and progress tracking, learners can monitor their own



aábcdeéfghiíj
klmnoóöőpqrst
uúüűvwxyz

Próbálkozások száma:
10
3.2 FEEDBACK 
If we were to pick one element to establish a common ground between the practices of gamification and pedagogy within the classroom, feedback is the most important. We all know that giving students feedback is crucial for promoting learning and growth; clarifying expectations and goals, as well as facilitating self-reflection and evaluation. 
 
Gamification is especially adept at providing effective feedback. Along with achieving the aforementioned, gamification can aid the process of providing students with personalised feedback which personalises the learning experience. What’s especially important is that gamification can provide a pathway for continuous feedback through a feedback loop. This loop system continuously gives students/players information about their performance or state in the gamified learning experience/lesson in order to enable them to continuously adjust their behaviour based on received information/feedback. This in turn creates a continuous cycle of learning, improvement and adaptation which enhances motivation and informs decision-making. Finally when designed and executed correctly, this feedback loop has the potential of creating a circuit of feedback, reflection and action that leads to progress, growth and success. 
Find the words! There are 5 of them.

3.2 FEEDBACK 

Before delivering feedback, Karl Kapp recommends to think about following:
3.3 ASSESSMENT 

It's widely observed that conventional assessment methodologies often fall short in terms of motivating students and accurately capturing the learning journey and growth. It frequently hinges on severe outcomes, where a subpar assignment can considerably plummet a student's cumulative semester or year-end score, without authentically gauging their true understanding. This fosters a cramming approach to studying among students as well as a general attitude towards mechanical learning. By using gamification for assessment purposes however, teachers can create new ways to evaluate students and keep them motivated. Moreover, using it as a form of assessment, stress can be removed and substituted with a feeling of being challenged, enabling students to discover their abilities and passions. This is because grades aren't solely determined by a single test; students have numerous chances to achieve their learning objectives during a study period by choosing different activities and tasks to gain points, badges and other rewards and develop. 
 
Having mentioned some game elements, it is important to remember that in order to effectively implement gamification in assessments, educators should carefully design game mechanics that align with educational objectives and consider the diverse learning styles of their students. The goal is to create a balanced and meaningful experience that enhances learning and assessment effectiveness. 
 
There are many ways game elements and mechanics can be used and these are also connected to the gamification types mentioned in Unit 2 if you would like to have a more careful look. For now however, let’s have a look at some practical examples of how gamification can be used in the classroom to assess and evaluate your students’ learning progress. 
Points, Badges, Achievements & Levelling- up system: 

Example: Create a point and badge system where students earn points and digital badges for completing specific tasks, mastering certain skills, or reaching milestones. For instance, a value of points and a badge for completing a challenging assignment, demonstrating teamwork, or showing exceptional creativity. While doing that, implement a leveling-up system, where students progress to higher levels as they demonstrate mastery of concepts. Each level can have more challenging tasks, indicating their proficiency and readiness for advanced topics. A nice idea would be to create digital portfolios where students can showcase their work, achievements, and learning progress in a visually appealing and interactive way. This allows not only the teacher but also the parent and most importantly the student to evaluate their work and track their growth over time. 

Historical Reenactments & Interactive storytelling: 

Example: Use reenactments and storytelling that focus more on the element of storytelling while combined with the points , badges, achievements and levelling-up system mentioned earlier, to assess how well students can apply their knowledge in real-life scenarios. For instance, in a history class, students could act as historical figures and make decisions based on their knowledge of that figure's actions and beliefs. For literature class on the other hand, develop interactive storytelling activities that require students to make decisions throughout the narrative. Their choices could reflect their understanding of the topic and its consequences, allowing the teacher to gauge their comprehension and critical thinking skills. Be careful! Role-play itself is not gamification just yet, you have to implement more game-elements into this session!
While these are just mere examples, they do showcase how incorporating gamification effectively could simultaneously create a dynamic and engaging learning environment and create an assessment system that accurately evaluates students' knowledge and progress.
3.4 LESSON PLAN SAMPLES

Here, you will find a wonderful set of lesson plan samples to help you better visualise how to use gamification for assessment purposes. These have been kindly shared by working teachers. Once you have a look at them the next step we would highly recommend is to have a look at Unit 4 where we will give you a step-by-step guide on how to practically implement gamification in your classroom.
3.4 LESSON PLAN SAMPLES

English lesson and learning period play by Éva Pápai
 
3.4 LESSON PLAN SAMPLES

Have you ever wondered about a technology school project? Created by Katalin Szebenyi
3.4 LESSON PLAN SAMPLES

Or how can you interpret English and something interesting, like heroes together? Created by Eszter Réka Lukács 
 
 Check the original out here!
3.4 LESSON PLAN SAMPLES

You can also check these samples out, but you'll need to view them in Google translate.
 
 ✔️ Technology lesson by Boglárka Szatmári
 
 ✔️ History lesson 1 (Greek myths) by Boglárka Szatmári and History lesson 2 (Medieval times) by Beáta Balogh
 
 ✔️ Biology lesson by Alíz Szücs
 
 ✔️ Chemistry lesson by Éva Palyáné
UNIT 4 - IMPLEMENTING GAMIFICATION IN THE CLASSROOM 

In this unit, you will: 
 
 ● Learn how to implement gamification in your classroom, using a step-by-step guide 
 ● Take into account important considerations to help you with your implementation efforts 
 ● Gain access to some practical tips 
 ● Hear from your peers about their gamification implementation success stories 
4.1 STEP-BY-STEP IMPLEMENTATION GUIDE

In this short video, we will look at the practical aspects of designing a gamified classroom through 10 steps that will help you start working on implementing gamification in your own classroom.
4.2 IMPORTANT CONSIDERATIONS & TIPS

4.2 IMPORTANT CONSIDERATIONS & TIPS
Gamification takes some getting used to.



True
False
4.2 IMPORTANT CONSIDERATIONS & TIPS
It might be advisable to have a clear plan as to what skills games will improve and what the educational benefits are going to be in each case. 



True
False
4.2 IMPORTANT CONSIDERATIONS & TIPS
You don't have to have a plan when using gamification - just go with the flow!



False
True
4.2 IMPORTANT CONSIDERATIONS & TIPS
It's consistently the educational approach that truly makes gamification thrive in educational settings.



True
False
4.2 IMPORTANT CONSIDERATIONS & TIPS
Gamification is a goal, not a tool. 



True
False
4.3 TEACHER IMPLEMENTATION SUCCESS STORIES

This gamification implementation unit would not be complete if we did not include some success stories of teachers who have successfully implemented gamification in their classrooms.
 
These videos were made by our gamification expert partner, Enablert Ltd. There are a setlist of teachers speaking about gamification. Language is HU. 
 
We suggest to use Google Translate Audio on your phone to understand.
 
 
UNIT 5 - GAMIFICATION TOOLS

In this unit, you will: 
 
● Be introduced to various platforms, online digital and hands on tools that when used strategically and mindfully can aid your gamification efforts as well as enhance the learner experience.
● Learn how they can help you as a teacher. 
● Gain access to tips and tricks related to these platforms, online digital and hands on tools.
5.1 LMS PLATFORMS

5.1 PLATFORMS - MOTIMORE

✔️ MotiMore is a software designed for educational environments, from elementary school to university, that supports the reinforcement of students’ motivation through gamified assessment methods. 

 ✔️MotiMore is built to allow for maximum flexibility. It focuses on academic performance and allows teachers to plan study periods, plan challenges and create a point-based system to give feedback to students. There is an editor that allows teachers to design interactive worksheets for students, the results of which are automatically channelled into the learning management module. It also allows teachers to give points for classwork or any number of academic achievements their students might have reached. 
 
✔️Its design is clean, appealing to all generations of students. Besides the point-based system, there are badges to be awarded, as well as a feature to allow students to submit their work online – corrected by the teacher online as well. This application concentrates more on academic performance, giving teachers maximum flexibility to adapt it to their needs. This might also be viewed as a disadvantage, however, as it is more work for the teacher to begin with but after getting used to the system it seems to lower the workload in general. 
 
Pricing: Can be found here: https://app.motimore.com/pricing  
How can MotiMore help you as a teacher? MotiMore is an educational platform designed to offer maximum flexibility and support academic performance. It offers a range of features that cater to both teachers and students, enhancing the learning experience. Here are the key aspects of MotiMore what can help you as a teacher: 
 
 
✔️1. Flexibility: MotiMore is built with flexibility in mind, allowing teachers to adapt the platform to their specific requirements. This adaptability ensures that teachers can tailor the platform to suit their teaching styles, curriculum, and classroom dynamics. 
 
 ✔️2. Academic Performance Focus while reducing stress in students: The primary focus of MotiMore is to enhance academic performance. The platform provides tools and features that enable teachers to create a conducive environment for effective learning and assessment. By using the system, teachers have the opportunity to develop students’ skills beyond factual knowledge, such as time management, self-directed learning, collaboration, critical thinking and responsibility. MotiMore is also proved to reduce the stress of students while learning. 
 
 ✔️3. Study Period Planning: Teachers can plan study periods, ensuring that the curriculum is effectively covered over time. This feature helps in managing the pacing of lessons and topics, enhancing the overall learning experience. 
 
 ✔️4. Challenge Planning: MotiMore allows teachers to plan challenges for students. These challenges can be in the form of quizzes, assignments, projects, or other engaging activities that promote active learning and critical thinking. 
 
 ✔️5. Point-Based System, Badges and Awards: The platform incorporates a point-based system that enables teachers to provide feedback to students in a structured and gamified manner. Teachers can award points based on various criteria, fostering a sense of achievement and motivation among students. In addition to the point-based system, MotiMore offers a badge and award system. Students can earn badges as they achieve specific milestones or excel in their academic pursuits. This gamification element can enhance student engagement and motivation. 
 
 ✔️6. Interactive Worksheet Design, in other words, Content Management System: A key feature of MotiMore is its interactive worksheet editor/CMS. Teachers can design engaging and interactive worksheets that encourage student participation. The results of these worksheets are automatically integrated into the learning management module for easy tracking and analysis. 
 
 ✔️7. Learning Management Module: MotiMore includes a learning management module that helps teachers manage student progress, assignments, and performance. This centralized hub allows teachers to have a comprehensive view of each student's learning journey. 
 
 ✔️8. Online Submission and Correction: The platform enables students to submit their work online. Teachers can then review and correct the submissions digitally. This feature streamlines the assessment process and facilitates efficient feedback delivery. 
 
 ✔️9. Clean and Appealing Design: MotiMore's design is clean and visually appealing, catering to students of all generations. A user-friendly interface contributes to a positive user experience. 
 
 ✔️10. Teacher Workload: While MotiMore's flexibility is a strength, it might also be considered a disadvantage by some - at the beginning at least. The platform offers teachers a high level of customization, which can initially require more effort to set up according to individual teaching preferences, but in the long-term it effectively lowers the workload of teachers. 
 
Overall, MotiMore aims to provide a comprehensive educational platform that empowers teachers to enhance academic performance through adaptable tools, interactive features, and effective assessment methods. 
Tips and tricks to use MotiMore: 
 
When first implementing the system, be careful with these aspects: 
 
 ❗1. Help students understand and navigate the system. Be patient at the beginning and explain multiple times how the gamified assessment system works. If it is hard for them to think outside of a lesson-based system, try to navigate them through a periodic or even project-based example until they reach to understand gamification. 
 
❗ 2. Assist parents too in understanding by writing them an informative email about the changes. 
 
❗ 3. Ensure that the total value of the tasks and activities defined within the Study Period is at least 150% of the period’s requirement. If reaching the highest level (which might be the highest grade) requires 1700 points, plan for a total of 2550 achievable points. This way, students will have real choices among the tasks. 
5.1 PLATFORMS - CLASSDOJO

✔️ ClassDojo is an innovative teaching tool designed to enhance classroom communication and engagement. It provides a user-friendly platform for teachers, students, and parents to connect, share updates, and collaborate effectively. Through real-time messaging, behavior tracking, and interactive portfolios, ClassDojo fosters a positive classroom environment and strengthens the home-school connection. Teachers can reward students for positive behaviors, share class announcements, and showcase student progress, while parents gain valuable insights into their child's daily activities and achievements. With its intuitive interface and versatile features, ClassDojo simplifies classroom management and promotes a more inclusive and interactive educational experience. 
 
Pricing: Can be found here: https://www.classdojo.com/plus/  
How can ClassDojo help you as a teacher? 
 
ClassDojo – as most of the LMS-s out there – has some really helpful features when it comes to teachers. They are: 
 
 ✔️ 1. Communication: ClassDojo facilitates seamless communication between teachers, students, and parents, allowing teachers to send messages, announcements, and updates instantly. 
 
 ✔️2. Behavior Tracking: Teachers can use ClassDojo to track student behaviour and provide real-time feedback. The platform allows for both positive reinforcement and addressing areas of improvement. 
 
 ✔️3. Reward System: Teachers can award students with digital points for positive behaviours and achievements, fostering a positive classroom environment and encouraging good behaviour. 

 ✔️ 4. Classroom Management: The platform aids in managing classroom activities, schedules, and assignments, helping teachers stay organised and on top of their lesson plans. 
 
 ✔️5. Interactive Portfolios: Teachers can create digital portfolios for each student, showcasing their work, progress, and accomplishments over time. This provides a comprehensive view of student development. 
 
 ✔️6. Parent Engagement: ClassDojo strengthens the home-school connection by allowing parents to stay informed about their child's activities, assignments, and behavior, fostering a collaborative educational environment. 
 
 ✔️7. Homework Sharing: Teachers can share assignments, projects, and homework resources through ClassDojo, making it easier for students to access and submit their work. 
 
 ✔️8. Customizable Content: Teachers can personalise the platform to suit their classroom needs, including adding custom categories for behavior tracking, announcements, and more. 
 
✔️ 9. Real-Time Feedback: Teachers can provide immediate feedback to students on their assignments, fostering a culture of continuous improvement and enhancing the learning process. 
 
✔️ 10. Data Insights: ClassDojo provides teachers with valuable data and insights on student behavior and engagement, helping them make informed decisions to optimise their teaching strategies. 
 
In essence, ClassDojo serves as a comprehensive tool that simplifies various aspects of classroom management, communication, and student engagement, ultimately enhancing the teaching and learning experience. 
Tips and tricks to use ClassDojo: 
 
❗1. Set Clear Expectations: Before implementing ClassDojo in your classroom, establish clear expectations for behavior and participation. Communicate these expectations to both students and parents. This will help everyone understand the purpose of the platform and how it will be used to enhance the learning environment. 
 
 ❗2. Balance Positive and Constructive Feedback: While it's important to use ClassDojo to recognise and reward positive behaviors, also remember to provide constructive feedback when addressing areas of improvement. Use the platform as a tool to guide students toward better behavior rather than solely focusing on negative points. 
 
 ❗3. Regular Communication: utilise ClassDojo's messaging features to maintain regular communication with parents. Keep them informed about upcoming assignments, classroom events, and their child's progress. Regular updates help parents feel engaged and informed about their child's educational journey. 
5.1 PLATFORMS - CLASSCRAFT

✔️ Classcraft is a cutting-edge classroom management platform that places a significant focus on fostering positive behavior. By gamifying the classroom experience, it enables teachers to create an interactive and engaging learning environment, transforming lessons into exciting game-like experiences. Students are empowered to earn points, level up, and collaborate with their peers, while teachers actively monitor progress, providing encouragement for positive behavior and tailoring the learning journey to each student's needs. 
 
Pricing: Can be found here: https://www.classcraft.com/pricing/  
How can Classcraft help you as a teacher? 
 
 ✔️1. Engagement & motivation: Classcraft gamifies the learning experience, making it more engaging for students by turning lessons into an interactive environment that uses game based elements such as points, levels and customizable avatars to motivate students to actively participate in the learning process. 
 
 ✔️2. Development of positive behaviour & life skills: The platform encourages positive behavior and the development of valuable life skills such as collaboration, effective communication, empathy, time management and responsibility. 
 
 ✔️3. Classroom Management: It provides tools for setting clear expectations and managing behaviour effectively, resulting in a more focused and orderly classroom. 
 
 ✔️4. Data Insight, personalisation & differentiated teaching: Teachers have access to behaviour analytics, enabling them to identify struggling students early and intervene with appropriate support by personalising the learning journey according to individual needs and progress in order to more effectively support their students through differentiated teaching. 
 
 ✔️5. Parent Involvement: It offers opportunities for parents to be engaged with their child's education, keeping them informed about their progress and behaviour. 
 
 ✔️6. Learning Assessment: The platform's data allows teachers to assess student learning progress and adjust teaching methods accordingly to address individual needs. 
 
 ✔️7. Integration: It integrates with other educational tools thus streamlining the process of enhancing the learning experience 
Tips 
 
❗ 1) Use a “sorting hat” wheel that randomises the selection of team members in order to divide students into teams so that they don’t fight and feel under appreciated.
 
❗ 2) Let students come up with their own team name, choose their own character classes and customise their own avatars 
 
 ❗3) Decide on the rules, rewards and penalties together so that they are more invested in the stakes 
5.2 ONLINE DIGITAL TOOLS

5.2 ONLINE DIGITAL TOOLS - CLASSEQUITY

✔️ ClassEquity is an empowering educational platform that fosters confidence and equity in the classroom. By turning the class into an economy and giving them class jobs, it promotes positive behaviors and financial literacy, teaching students valuable skills like earning, saving, and responsible spending of classroom dollars while fostering a positive and cooperative classroom culture. 

Pricing: Can be found here: https://www.classequity.com/pricing  
How can ClassEquity help you as a teacher? 
 
✔️ 1. Creates classroom economy and community : Gives students class jobs and provides professional development preparation through a positive behaviour system that motivates students through a reward based class store, to establish objectives, manage budgets, and strive towards acquisition. These rewards could encompass privileges like selecting a classroom brain break or experiencing a day of seat swapping. Supports solution focused mindsets, actions and initiatives. 
 
✔️ 2. Equity driven mindset: It allows teachers to instill a sense of ownership and responsibility for classroom routines and empower students with a platform to contribute, fostering the development of a more cohesive and robust classroom community while providing fair opportunities by bridging the disparity in financial literacy via enhancing availability to personal finance education, particularly for those who stand to benefit the most from it. 
 
✔️ 3. Meaningful engagement: Prepares students for the real worldby fostering financial responsibility through hands-on experience as students take charge of their deposits and withdrawals, observing firsthand the consequences of their choices when it comes to saving and spending.  
Tips 
 
❗ Can be provided here.
 
 
5.2 ONLINE DIGITAL TOOLS - CLASSKICK

✔️Classkick serves as a collaborative platform where teachers can create and share assignments with students, who can then complete them using various digital tools, such as drawing, typing, and voice recording. It allows real-time collaboration, enabling teachers to provide instant feedback and support, fostering an interactive and personalised learning experience for students. While it is not a gamified platform in the same sense as some other educational tools that heavily use game elements and mechanics to motivate and engage students, it can incorporate a point/marking system that is valuable for gamification especially when striving for continuous and instant feedback and support and thus can be a complimentary tool.
 
Pricing: Can be found here: https://app.classkick.com/#/order  
How can Classkick help you as a teacher? 
 
 ✔️1. Optimised for self-paced work: Students can move through slides at their own pace while they pursue mastery and the teacher can keep an accurate pulsecheck on their progress and facilitate or provide feedback accordingly. 
 
 ✔️2. Teacher dashboard capabilities: Teachers’ can see every student’s work ( “whiteboard”) on one page in real-time. Filtering capabilities allow for teachers to see what students are doing on a specific slide and learning stage. Teachers can open slides while students are working on them and you can annotate to facilitate the process when needed 
 
 ✔️3. Autograding features: These turn student slide dashboards green when fully correct, yellow when they get more than half of the problems correct or red when they have more than half wrong. This visual element allows for teachers to faster and with more ease create dynamic groups of students which essentially group students with similar needs together so that the teacher can help more intentionally and specifically without explaining the same part to the entire class needlessly. In that way facilitating the learning process becomes more differentiated and tailored. 
 
 ✔️4. Interactive whiteboard element integration: Such as record, move , insert picture, fill in the blank, multiple choice selection, draw and more 
 
 ✔️5. Teacher-Student Interaction: The platform facilitates direct interaction between teachers and students through comments, feedback, and communication tools.Students can raise their digital hand whether they need teachers to check their work or assist them privately. Therefore, grading can be streamlined as teachers can view and assess students' work digitally. This can save time compared to traditional paper-based grading 
 
 ✔️6. Reduced Paper Usage: Classkick is a digital platform, reducing the need for paper-based assignments and assessments. This is environmentally friendly and can also save time for teachers in managing physical assignments. 
 
 ✔️7. User-friendly & accessible: No account needed 
 
 ✔️8. Interactive elements such as (record, move , fill in the blank, multiple choice selection, draw and more) ; private assistance option ) 
Tips 
 
❗ 1. If there is specific feedback that you keep giving to students , turn those into stickers and then click on the sticker list, pull, drag and place that feedback sticker on the slide you would like 
 
❗ 2. Use the in built record option to provide feedback as sometimes hearing your voice is an easier and nicer way for students to receive feedback and assistance 
 
❗ 3. Consider when useful to enable students to see when their classmates raise their hand so that they can help each other 
5.2 ONLINE DIGITAL TOOLS - PUZZEL.ORG

✔️ Puzzel.org is an interactive puzzle maker that empowers educators to create captivating and custom online puzzles that suit their curriculum and learning objectives. With its user-friendly interface and versatile features, teachers can design puzzles to engage students in fun and interactive learning experiences by incorporating gamified elements into their lessons. 
 
 Pricing: Can be found here: https://puzzel.org/en/pricing  
How can Puzzel.org help you as a teacher? 
 
✔️ 1. Variety & combinatorial capabilities: Teachers can develop a diverse range of 23 distinct puzzle variations under three main categories : a) Picture puzzles: jigsaw puzzles, sliding puzzle, memory, matching pairs and 'label thisimage' b)Word puzzles: crossword, word search, acrostic puzzle and word scramble; c)Code puzzles: cryptogram and scavenger hunt. The latter can combine a selection of puzzles to take students on a treasure hunt. 
 
✔️ 2. PuzzleGPT: An array of puzzle categories now can integrate AI assistance. This ranges from entirely AI-generated thematic crossword puzzles to the fascinating realm of image-derived jigsaw puzzles. 
 
✔️ 3. Canvas LMS & Website integration: All it takes is copying an iframe code, pasting it into a CMS/LMS, and teachers are set.The puzzles come with a complete white label design, ensuring there's no Puzzel.org branding visible. 
 
✔️ 4. Real-time online puzzle maker: Teachers can craft their preferred puzzles in real-time and experience instant visual feedback that displaying the structure of the created puzzle grid, the cards in use, or the arrangement of questions. This empowers teachers to make adjustments on the fly and witness the outcomes directly. 
Tip 
 
❗ 1. Add your own completion message to make it more personal to students as this will make their efforts feel acknowledged. You can also add a completion message that is related to points or rewards earned. 
5.2 ONLINE DIGITAL TOOLS - NEARPOD

✔️Nearpod is an innovative and interactive educational platform that revolutionises classroom engagement and learning experiences. It empowers teachers to create dynamic and immersive lessons, transforming traditional lectures into interactive multimedia presentations. Moreover, it elevates classroom engagement through gamification by integrating interactive activities like Time to Climb which is the one this segment is focusing on. 

 Pricing: Can be found here: https://nearpod.com/pricing  
How can Nearpod’s Time to Climb help you as a teacher? 
 
✔️ 1. In-class or Remote Use: Can be used both in physical classrooms and during remote learning ; for synchronous and asynchronous learning; teacher-led or student self-paced learning. 
 
✔️ 2. Differentiation: Teachers can customise Time to Climb quizzes to cater to students' varying skill levels and learning needs, ensuring an inclusive and supportive learning experience. 
 
✔️ 3. Immediate Feedback: Students receive immediate feedback after answering each question, allowing them to learn from their mistakes and reinforce correct responses while teachers also gain real-time insights into students' quiz performance, enabling them to track progress, identify learning gaps, and tailor instructional strategies accordingly. 
 
 ✔️4. Peer Collaboration: It encourages friendly competition and collaboration among students, fostering a positive classroom community and teamwork. 
 
✔️ 5. Time Management Skills: Students must answer questions within a set time limit, promoting time management skills and quick decision-making. 
 
✔️ 6. Student Ownership: Time to Climb empowers students to take ownership of their learning as they strive to improve their scores and climb the leaderboard. 
Tips 
 
❗ 1. Can be used as an alternative and more interactive quiz that can be used as a review activity to reinforce key concepts learned in class before an assessment.  
5.2 ONLINE DIGITAL TOOLS - GIMKIT

✔️ Gimkit is used to create customizable quizzes, review activities, and learning games for their students. Gimkit allows teachers to design quizzes and activities with various question formats, including multiple-choice questions, true/false statements, and more. Gimkit features a game-like structure, which includes elements of gamification to encourage student participation and active learning. Students earn virtual currency within the platform as they answer questions correctly and quickly. They can then use this currency to purchase in-game upgrades. 

 Pricing: Can be found here: https://www.gimkit.com/group/pricing  
❓ How can Gimkit help you as a teacher? 
 
✔️ 1. Synchronous & asynchronous assignment options: Gimkit is best used live however it does have a homework option to make assignment completion more motivating. 
 
✔️ 2. Flashcards & Question Bank: Using these to create questions for your kit speeds up the process as the first one after writing your questions and correct answer, it auto generates incorrect answers for your and the second option allows you to access question and answer sets that have already been created.
  
✔️ 3. Game Goal choice: Students can choose how the gamified experience is played. With “time” all players need to earn as much money as possible before time runs out. With “race”all players race to be the first player to reach the cash goal. With “all in” students try to earn as much money from the collective money but the game ends when the collective total of players meets the cash goal 
 
✔️ 4. Immediate Remediation: Teachers can design Gimkit with adaptive features, where students who answer questions incorrectly receive additional opportunities to answer similar questions, providing a chance for immediate remediation. Moreover, with immediate rewards and positive reinforcement for correct answers can help reinforce learning and improve retention. The positive feedback loop can encourage students to actively participate and strive for correct answers. 
 
✔️ 5. Flipped Classroom: Can be used in a flipped classroom model, where students engage with the content at home and then come to class ready for deeper discussions, problem-solving, and application of the concepts. 
Tips 
 
❗ 1. Consider using the Handicap option to ensure that students will be able to go below a specific amount of cash as this could act as a demotivator 
 
❗ 2. There is an option to turn on or off the Music as well as clapping option. The clapping option at every correct answer in the classroom gets rather tiresome while the music is enjoyable. Perhaps it is better that all students mute their devices and the teacher has the music playing from their computer for the entire class 
 
❗ 3. Keep Powerups on but consider only allowing clean powerups which are powerups that don’t hurt other players 
 
❗ 4. Allow students to see both their screens and the teacher’s screen because some game play information such as the leaderboard and cumulative money earned can be seen on the teacher screen 
 
❗ 5. Consider adding the money earned through this to ClassEquity for them to buy privileges or rewards 
 
 
5.2 ONLINE DIGITAL TOOLS - BREAKOUT EDU

✔️In a Breakout EDU activity, students work together in teams to solve a series of puzzles, riddles, and challenges that are centered around a specific topic or subject. These challenges are designed to encourage students to think critically, use their analytical skills, and collaborate effectively to "break out" of a locked box or container. These locked boxes can be physical Teachers can create their own custom Breakout EDU scenarios or use pre-designed scenarios available from the Breakout EDU website. 
 
Pricing: Can be found here: https://www.breakoutedu.com/pricing   
How can Breakout EDU help you as a teacher? 
 
 
✔️ 1. Physical & Digital kits: Teachers can choose both Physical and Digital kits depending on how hands-on they want their lesson to be with escape room locks and other gadgets so they needn’t put extra time in prop preparation. They can also choose digital kits if they would like to choose a more digital or remote approach as it can be used collaboratively on zoom/google meet and synchronise with google classroom. 
 
✔️ 2. Digital Citizenship: Some BreakoutEDU games involve digital components, helping students develop digital citizenship skills and responsible use of technology. 
 
✔️ 3. Subject & Grade Integration: Experiences can be designed for various ages, grades and subjects, making it applicable across different disciplines, from math and science to history and language arts. It also has cross-curricular connective capabilities where the teacher can integrate multiple subjects and thus allow the students to make connections between different areas of knowledge. 
 
✔️ 4. Alternative form of assessment: It facilitates a learning experience that focuses on the implementation of knowledge and critical thinking development in the classroom while providing teachers with insights into students' understanding and application of content through progress tracking.  
Tips 
 
❗ 1. Prepare your Breakout experiences ahead of time and sync them with your students calendars to motivate them to work towards an exciting goal. This is especially useful for classrooms that use blended learning self-paced learning models. 
 
❗ 2. Use background thematic music to intensify and make the experience more immersive 
 
❗ 3. Use the in built timer and hint system to allow them to organise their own workflow but also to allow them with choice on how and when to use hints and clues 
 
❗ 4. Allow students to create their own Breakout EDU as a form of peer teaching to further deepen their understanding and mastery of a topic 
5.3 - TOOLS REVIEW
Find the pairs!



Create your own breakout rooms Gimkit
You can make your own puzzles ClassEquity
Economy related Puzzel.org
It has been referred to as "Kahoot! on steroids" Breakout EDU
5.3 - TOOLS REVIEW
A teacher can never enjoy gamification as much as the students.



True
False
5.3 - TOOLS REVIEW
LMS means Learning Modification Score.



True
False
5.3 - TOOLS REVIEW
MotiMore, ClassDojo and Classcraft have LMS parts.



False
True
5.3 - TOOLS REVIEW
CMS means Content Management System.



False
True
5.3 - TOOLS REVIEW
Only CMSes are real gamifications! LMS is closer to game-based learning.



True
False
5.3 - TOOLS REVIEW
Only young teachers can excell in gamification.



False
True
5.3 - TOOLS REVIEW
What are the types of gamification?



aábcdeéfghiíj
klmnoóöőpqrst
uúüűvwxyz

Próbálkozások száma:
10
UNIT 6 -  CLOSING REMARKS/CONCLUSION

Please take a minute and reflect on the information received! 
Take your notes from the very beginning and review them one more time. Reflect on what you might see or think differently!

 
 What do you think about these? 
 ✔️Marking and assessment is a constant source of stress for students. 
 ✔️Stress helps students perform better with any form of assessment (e.g. tests). 
 ✔️Gamification simply means playing games in the classroom. 
 ✔️Structural gamification means redesigning your content in a game format. 
 ✔️I mark my students on a regular basis and I feel it is fair. 
 ✔️I understand and use continuous assessment in my classes. 
 ✔️I plan and execute projects with my classes on a regular basis, which take at least two weeks. 
 ✔️I believe that students should have a say in what and how they are being taught. 
 ✔️I'm interested in the added value of learning (i.e. I try to measure what they have learnt, rather than what they know). 
 ✔️Gamification can help me in creating fair assessment for my students.
 
Also, this is a perfect time to scroll back and take notes on people, on sites and on tips you might use in the future! And dont forget!
 
❗ 1. As we have seen, gamification is only a means to an end, and its successful introduction depends less on the game mechanics applied than on the pedagogical foundations to support them. It is always the underlying pedagogy that makes gamification a successful in school. 
 
 ❗2. In terms of teachers’ approach to their classrooms and material design, the first important shift is from short-term planning to mid-term planning. In designing a study period, teachers need to set goals for one month, rather than one day or one week. Moreover, planning the points of assessment in advance shifts teachers’ thinking towards a project-based approach, in that there are goals, milestones, resources allocated and final results, products. It is fair to claim that project-based learning and gamification complement each other and educators with some experience in project-based learning will find it easier to incorporate gamification into their teaching practice. 
 
 ❗3. Finally, there is a proven tendency of a reduced level of anxiety on the part of the students. As they can choose, they have the opportunity to decide and sometimes even to decline to do certain tasks, the sense of control results in lower levels of anxiety. 
 
 So, is gamification going to change your classroom? It might, but you must remember it is only a tool, a method, as effective as the underlying pedagogical concepts it serves.
UNIT 6 - CLOSING REMARKS/CONCLUSION
Congratulations on completing this module! We hope you're concluding it with fresh ideas and excitement to embark on the thrilling journey of gamification in your classroom. As you revisit this module and explore the recommended resources, remember that mastery in gamification, like any new approach, takes time and a step-by-step approach in both theory and practice. Implement what you've learned gradually, keeping in mind that gamification should enhance your identity as an educator, not overshadow it. It's a tool to make your lessons engaging and foster a love for learning. Be patient and intentional in your implementation, focusing on the emotions you want to invoke in your lessons. 

While this module may have ended, you're not alone on your gamified educational journey. Reach out to us for support, and remember that your students are valuable allies. Collaborate with them, listen to their voices, and involve them in this educational journey together. We wish you the best and encourage you to have fun with gamification! 
 
 Please tell us if you liked this so far! You can reach us at:
 info@impactgames.eu - Project Leader (SK)
 elearning.vitacomm@gmail.com (CY) and info@motimore.com (HU) - Content Leaders of this Module
 
 You can also reach out to info@motimore.com if you would like to receive a certificate on this course!
This course was created as part of the Erasmus+ project "Digital Tools for Better Schools" co-funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union. 
Tell us how was it, what you think?

Szép munka
0/0