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Gamification

Course Description

Gamification is the process of adding game design elements and mechanics to non-game contexts, such as education, to increase engagement and motivation. It is based on the idea that people are naturally drawn to games and that the same elements that make games engaging can be used to make other activities more engaging as well. These elements include points, badges, leaderboards, and rewards, which are used to motivate and track progress. Gamification can be used to make learning more engaging and interactive for students, and it has been shown to improve student motivation, engagement, and achievement.

Gamification can take many forms, such as game-based learning, serious games, game-inspired activities, and gameful design. Game-based learning is the use of games as a primary teaching tool, while serious games are games that are designed to teach specific skills or knowledge. Game-inspired activities are non-game activities that use game design elements, such as points and rewards, to make them more engaging. Gameful design is the use of game design elements to make a non-game context more engaging.

Gamification can be used in various subject areas and grade levels, such as math, science, language arts, and social studies. It can also be used in different settings, such as the classroom, online, and in blended learning environments. When it comes to classroom, gamification can be implemented in many ways, such as creating a game-based learning environment, incorporating game-inspired activities into existing lesson plans, and using games to assess student learning. It can be used in combination with various technologies, such as mobile devices, tablets, and game-based learning platforms, to support the implementation of gamified activities and to provide teachers with the tools they need to create, manage, and assess student progress.

Overall, Gamification is an innovative and engaging approach to learning that can help to increase student motivation, engagement, and achievement. It is a valuable tool for teachers to foster student learning and 21st century skills such as problem-solving, critical thinking, collaboration and creativity.

This training course is designed to provide teachers with the knowledge and skills they need to effectively integrate gamification into their classrooms. The course will be delivered through a variety of interactive workshops, hands-on activities, and group discussions, where participants will have the opportunity to learn by doing, reflect on their own learning and share their experiences with their peers.

Learning Outcomes

Successful graduates of the course will have the knowledge and skills to do the following:

  • Understand the concept of gamification and its potential benefits for education
  • Identify and use key elements of game design to motivate and engage students
  • Design and develop gamified lessons for different subject areas and grade levels
  • Use different assessment methods to measure the effectiveness of gamified lessons
  • Implement gamification in the classroom using best practices and technology
  • Evaluate and improve gamified lessons
  • Foster 21st century skills such as problem-solving, critical thinking, collaboration, and creativity in students
  • Use STEM education and maker-education tools and resources in gamified lessons
  • Align gamification with the curriculum and national standards
  • Use technology to support gamification in classrooms
  • Gain confidence in the use of technology (computers, tablets, online applications and web2 applications as well as online cooperative tools)
  • Create gamified lessons that cater to different learning styles
  • Differentiate instruction by adapting existing lesson plans to different learning styles

Course Details

 
TARGET GROUP

Professionals in the education sector (e.g., teachers, guidance counselors, principals, and administrators at elementary, middle, higher education, vocational institutions, kindergartens and pre-primary schools) and non-governmental organization (NGO) staff.

METHODOLOGY

The methodology for a training course on gamification for teachers would include a combination of interactive workshops, hands-on activities, and group discussions. The course would be designed to provide participants with the knowledge and skills they need to effectively integrate gamification into their classrooms. The course would begin with an introduction to the concept of gamification and its potential benefits for education. Participants would then learn about different gamification techniques and strategies, such as game-based learning, serious games, and game-inspired activities. They would also learn how to use various tools and platforms to create gamified lessons. During the course, participants would have the opportunity to design and develop their own gamified lessons, which would be reviewed and feedback by the instructors and their peers. They would also learn about different assessment methods and how to use them to measure the effectiveness of gamified lessons. In addition, participants would learn about best practices for introducing gamification to students, how to manage and facilitate gamified activities, and how to use technology to support gamification. The course would also include a module on evaluation and continuous improvement, in which participants would learn about different evaluation methods and how to use them to measure the effectiveness of gamified lessons and make adjustments as needed. The course would be interactive and hands-on, allowing participants to apply what they learn and receive feedback on their work. Throughout the course, participants would have the opportunity to reflect on their own learning, share their experiences with their peers, and develop plans for how they will use gamification in their own classrooms.

Course Objectives

  • Enable participants to understand the concept of gamification and explore its potential in education.
  • Teach how game mechanics can be utilized in educational processes to enhance learning.
  • Develop participants’ skills in using gamification strategies to increase student motivation and engagement.
  • Enable participants to integrate game elements to make learning experiences fun and interactive.
  • Teach gamification methods to enhance students’ problem-solving, collaboration, communication, and critical thinking skills.
  • Provide participants with the knowledge of gamification design and implementation strategies.
  • Develop skills in providing effective feedback using gamification tools and digital platforms.
  • Enable participants to learn gamification analytics and measurement methods to track student progress and improve instruction.
  • Encourage participants to create interactive and competitive gamified experiences.
  • Promote lifelong learning skills by enhancing students’ self-motivation through gamification.
  • Develop participants’ abilities to apply gamification strategies in interdisciplinary and out-of-class contexts.
  • Stay updated with gamification trends in education and promote a culture of continuous learning.

Tentative Schedule

Day 1 – ARRIVAL DAY

  • Welcome and introductions
  • Getting to know each other & ice-breakers
  • Overview of the concept of gamification and its potential benefits for education
  • Key elements of game design and how they can be used to motivate and engage students
  • Different forms of gamification

Day 2 – DESIGNING GAMIFIED LESSONS

  • Techniques and strategies for designing gamified lessons for different subject areas and grade levels
  • Using various tools and platforms to create gamified lessons
  • Explore the player journey
  • Use the targets in the game flow
  • Ready-made gamification programs and processes
  • Hands-on activities to design and develop their own gamified lessons

Day 3 – ASSESSING LEARNING WITH GAMIFICATION

  • Different assessment methods and how to use them to measure the effectiveness of gamified lessons
  • Strategies for assessing student engagement and motivation in gamified lessons
  • Anatomy of Fun
  • Finding the Fun
  • Game Types
  • Game Design and Game Thinking

Day 4 – Implementing Gamification in the Classroom

  •  Best practices for introducing gamification to students
  •  Presenting and analyzing Gamification examples and tools
  •  Managing and facilitating gamified activities
  •  Using technology to support gamification
  •  Design Rules in a game
  •  Simple game designs such as game mechanics, game communication, rewarding, levels, points, badges,
  •  Tapping the Emotions
  •  The 4 main steps to gamify your classroom and learning activities
  •  The top-picked game elements to engage students in the learning process
  •  How to design, create and award a Digital Badge to track goals and skills achieved
  •  Upgrading a unit or lesson adding game elements and mechanisms

Day 5 – Evaluation and Continuous Improvement

  • Different evaluation methods and how to use them to measure the effectiveness of gamified lessons
  • Making adjustments as needed to improve student learning outcomes
  • Testing and practicing some of the most common Gamification and Game Based Learning apps
  • Creating Escape Room style experiences to engage learners
  • ​Groups work and plenary discussion on how participant can use the Gamification and Game Based Learning apps with their specific learners
  • Reflecting on the effectiveness of gamification and considering how to use it in the future

Day 6 – Gameful Design for 21st century skills

  • Incorporating 21st century skills such as problem-solving, critical thinking, collaboration, and creativity in gamified lessons
  • Strategies for assessing students on these skills
  • Online tools for collaboration in educational game-based projects, eTwinning, Erasmus +
  • Educational practices and strategies of game-based learning in 21st century

 Day 7 – DEPARTURE DAY

  • Creating games
  • Presentation of outcomes, discussion, evaluation
  • Certificate ceremony
  • Cultural activities

*The schedule describes likely activities but may differ significantly based on the requests of the participants, and the trainer delivering the specific session. Course modifications are subject to the trainer’s discretion. If you would like to discuss a specific topic, please indicate it at least 4 weeks in advance.

Our courses usually include two cultural activities. Further information is available on the webpage of each course.

Duration 1 - 2 weeks
Price 80.00

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