Gamifying your classroom
Dr G Agila
Prof and Head, Department of BCom A&F
SRCAS, Coimbatore
Access to technology is a vital step in transforming the delivery of a
course
Various technological education platforms available
Critical to move the focus beyond the technology itself to how
technology enables teaching and learning
Gamification
A challenge or an activity with
more than one way to be solved
Grading backwards by giving points
A teacher giving badges instead of
grades
When students set their goals they
track their progress in own fun/
visual way
Be creative and respond to
students
Benefits of Gamification
• Cognitive development
• increases level of engagement in classrooms
• Personalisation
• Aids in accessibility in the classroom
 Very few people understand the concept of gamification
 Lack of planning & strategy
 Unrealistic expectations
 Lack of content
Issues?
How To Gamify
your lesson
Set Rules
Create Leaderboard
Create a Narrative
Immediate Feedback
Tools for Digital Classroom
How to design?
• Introduce the course
• Plan your lessons
• Introduce games
• Get students to work in groups
• Post games in Google Classroom
• Feedback
How to Design
 Introduce the course
 Plan your lessons
 Introduce games
 Get students to work in groups
 Post games in Google Classroom
 Feedback
Power of Gamification
More Responses
Use of Technology makes interesting
Gain more confidence
Triggers creativity
Allows presentation to be more dynamic
Challenges
 Quite tiring
 Readiness to learn
 Internet facilities
UNLOCKING
GAMIFICATION TO
DELIVER EDUCATION
Disrupt or be disrupted
Technology companies – innovative solutions
Adapt to these innovative technologies and integrate
with curriculum
What & How we teach future generations will
have a powerful impact on how we take our
profession.
THANK YOU
Thank You
Dr G AGILA

Gamification In Education - 2020

  • 1.
    Gamifying your classroom DrG Agila Prof and Head, Department of BCom A&F SRCAS, Coimbatore
  • 2.
    Access to technologyis a vital step in transforming the delivery of a course Various technological education platforms available Critical to move the focus beyond the technology itself to how technology enables teaching and learning
  • 3.
    Gamification A challenge oran activity with more than one way to be solved Grading backwards by giving points A teacher giving badges instead of grades When students set their goals they track their progress in own fun/ visual way Be creative and respond to students
  • 4.
    Benefits of Gamification •Cognitive development • increases level of engagement in classrooms • Personalisation • Aids in accessibility in the classroom
  • 5.
     Very fewpeople understand the concept of gamification  Lack of planning & strategy  Unrealistic expectations  Lack of content Issues?
  • 6.
    How To Gamify yourlesson Set Rules Create Leaderboard Create a Narrative Immediate Feedback
  • 7.
  • 8.
    How to design? •Introduce the course • Plan your lessons • Introduce games • Get students to work in groups • Post games in Google Classroom • Feedback
  • 9.
    How to Design Introduce the course  Plan your lessons  Introduce games  Get students to work in groups  Post games in Google Classroom  Feedback
  • 10.
    Power of Gamification MoreResponses Use of Technology makes interesting Gain more confidence Triggers creativity Allows presentation to be more dynamic
  • 11.
    Challenges  Quite tiring Readiness to learn  Internet facilities
  • 12.
    UNLOCKING GAMIFICATION TO DELIVER EDUCATION Disruptor be disrupted Technology companies – innovative solutions Adapt to these innovative technologies and integrate with curriculum What & How we teach future generations will have a powerful impact on how we take our profession.
  • 13.