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Gamification

It is based on the assumption that games are a useful way of boosting the learning process, making it more engaging and interactive.

Concept

Gamification can be used as a pedagogical method in a variety of contexts, with the aim of motivating and engaging participants in learning activities and increasing their enjoyment of them. The intentional use of gamification elements (game design, such as leaderboards, objectives, points and other combinations), digital or non-digital games or simulations as a means of learning can have a positive impact on students' performance, attendance, goal orientation and attitude towards learning. According to current studies, technology-assisted gamification activities increase the learning curve (Kayımbaşıoğlu et al., 2016).

The principles behind this teaching method are based on the assumption that games are a useful way of boosting the learning process, making it more engaging and interactive. It is important to remember that gamification must be incorporated in a way that integrates the curriculum content, providing an educational experience that balances challenge and fun.

Underlying principles

  • It integrates games (digital or non-digital) and simulations of real or near-real situations to promote learning.
  • Promotes active learning by students who are more motivated and involved in the learning process.
  • Facilitates autonomous learning, as it allows students to access content at any time, encouraging independent study.
  • It favours immediate feedback, which allows students to better understand the content as they can quickly identify and correct errors.

Advantages

Increases motivation / engagement
Gamification uses playful elements such as leaderboards, levels and objectives to engage and motivate students, which creates a sense of competition and progress, keeping students engaged in the learning process.

Stimulates learning
Gamification makes the learning process more engaging and challenging, boosting understanding of content.

Promotes interaction
Gamification fosters interaction between students, favouring the creation of learning communities.

Develops competences
Gamification enhances the development of skills such as creativity, problem-solving, teamwork and critical thinking.

Improves learning outcomes
Gamification employs playful and interactive elements that make learning activities more attractive and motivating, resulting in notable improvements in students' academic performance.

Stages

Preparation stages

For gamification to work as a teaching method, it needs structured planning.

  1. Clear definition of objectives and expected learning outcomes taking into account the profile, characteristics, interests and knowledge levels of the students;
  2. Careful choice of gamified elements (points, challenges, rewards, time limits, feedback and difficulty levels) aligned with the objectives/learning outcomes and the characteristics of the students;
  3. Informed choice or creation of a technological solution that supports gamification, ensuring that experimental procedures are carried out with a sample group to assess the effectiveness of gamification, which may or may not result in adjustments being made to improve the experience.

Implementation Stages

  1. Explain precisely the purpose of the activity and the results the students are expected to achieve.
  2. Form teams that work together to overcome challenges and achieve goals.
  3. Introduce the rules of the game and create an engaging environment.
  4. Monitoring the activity (continuous assessment/feedback), using feedback to identify problems or points for improvement. helping students to understand the content and develop competences.
  5. Carry out the summative assessment at the end of the gamification process.

Resources

Resources for teachers

References