Gamification in the classroom
Small changes, big results
Learning needs to become more like games if we want schools to better equip our kids for the unknown future. By including gamification techniques in the classroom, teachers can offer a fun and engaging way of learning, and students will amaze everyone with outstanding learning results. Here are four gamification techniques that come with small changes, yet bring big results:
A test vs. a quest
There's something in the air right before taking a test when everyone feels millions of butterflies in their stomachs. A quest is a horse of a totally different color.
Students will not fear a quest; they will feel challenged to rise above it and conquer it. That's why you should never underestimate the power of the words used in a course.
Grades vs. XP (eXperience Points)
Student performance is traditionally assessed by starting from the perfect 100% and going downwards until reaching the real level of student's knowledge. XP come with a spin.
Students start from zero and only go up, getting a boost in their confidence. At the same time, XP can be transformed into normal grades, for the satisfaction of the school's grading system.
F.A.I.L. = First Attempt In Learning
Failure is rarely regarded as an option; the fear of failure can cause students to skip classes, avoid tests and even drop school. This is certainly not the case with games.
Faced with a "Game Over!" screen, kids feel the urge to play again and improve upon their last performance. Their motivation grows bigger and they "Level Up" in learning as well.
A centralized system
From something as simple as a shared spreadsheet to something as complex as an LMS, teachers need a centralized system to keep track of and analyze the performance of all students.
Technology assists teachers in gathering data from each student - where do they struggle, how fast they progress - and deliver more personalized learning experiences.
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