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Transcript

Gamification part 1

Ana Julia Holguin's training

2021

Program

Warm up

Introduction

Example of gamification tools

Recommendations

Let's answers some questions using some cards



Warm up

Watch

Gamification in corporations

Objective of gamification

The purpose of gamification is to keep users engaged, and in the context of eLearning, to help users achieve their learning goals while having fun.

Gamification

The gamification

can be defined as the use of elements (and design) of games in non-related game contexts (Deterding, 2011).



1. Makes learning fun and interactive.

Benefits of gamification

3. Gives learners the opportunity to see real-world applications.

4. Gamification enhances the learning experience.

2. Creates an addiction to learning.

1. Makes learning fun and interactive.

Benefits of gamification

3. Gives learners the opportunity to see real-world applications.

4. Gamification enhances the learning experience.

2. Creates an addiction to learning.

Gamification elements

Dynamics

Mechanics

Emotions, curiosity, frustration, progression and relationship.

Competition, turns, challenge and rewards

Combats, badgets, points, avatars, leaderboard, etc.

Components

Players

They look for clear objectives

They like to collaborate with others

They love to compete and win

Achievers

Explorers

Socializers

Killers

They are willing to discover and learn new things

Bartle (2008).

Let's experience some gamified activities

learning apps

Easy to use website to create interactive activities that allows you to include text, image, audio and video. Additionally , there is a repository created by other users and organized by subject. It is a very motivating and fun tool for students.

Educaplay


Educaplay is an online tool that lets you create many online educational multimedia activities. The site is free to use and eliminates the need for using different software programs to do different things.

Genially


Genially is a media creation platform focused on designing and sharing media creations and presentations of all kinds. From the dashboard, students can start from blank or predesigned templates organized into 12 types, including videos, infographics, interactive images, quizzes, and more.

educandy.com

baamboozle.com

flippity.net

jeopardylabs.com

classtools.net

Cokitos.com

  • Start with easy games and try them out first.
  • Establish clear objectives.
  • Transform the learning abilities and knowledge through games.
  • Propose a challenging task.
  • Establish rules.
  • Create a badge system.
  • Take the risk and encourage students to learn by having FUN.

Recommendations

Extra sources

https://es.educaplay.com/
https://www.cerebriti.com/
http://www.cyberkidz.es/
https://www.vedoque.com/
http://roble.pntic.mec.es/arum0010/index.htm
https://education.minecraft.net/


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Thanks a lot!

Ill see u in part 2

Bibliography

https://raccoongang.com/blog/gamification-education-and-its-examples/ Concepts of gamification

https://blogs.ntu.edu.sg/hss-second-language-acquisition/wiki/chapter-10/
https://docs.google.com/forms/d/10TpqdWVxl90cUCk2W_fFbDe5qe6sLlFwU6ypNEOHPJk/edit