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Gamification in
educuation
P R E S E N T E D B Y S
T E M B O
U N I V E R S I T Y O F
J O H A N N E S B U R G
Education in the 21st
Century
• In order to increase engagement,
involvement, and learning in educational
settings that are not gaming
environments, gamification is used
(Mullich, 2013).
Gamification
• The most effective teaching method of
the twenty-first century is gamification
since it engages students and takes into
account most of their learning
preferences (Sunder & Higham, 2014).
(MakersEmpire, 2021)
Gamification in action
Gamification
Cont.
G A M I F I C A T I O N I N
E D U C A T I O N I S
G U I D E D B Y A S E T
O F R U L E S A N D
P R I N C I P L E S
Difference between
gamification and
playing
G A M I F I C A T I O N I S
C O N F I N E D W I T H I N A
S P A C E A N D H A S A S E T
O F R U L E S , W H E R E A S
P L A Y I N G I S O P E N -
E N D E D W I T H O U T A N Y
R U L E S (Pickett, 2015)
Why
Gamification?
Gamification in the classroom
context ensures that the
learners’ interest is captured.
That, in turn, personalizes the
learners' learning experiences.
According to MakersEmpire
(2021), gamification helps
learners feel connected to their
learning.
Why gamification?
• Gamification in the classroom
encourages students to interact with
the learning material. Achievements,
such as points or badges, serve as
a catalyst for this drive.
Why Gamification?
L E A R N E R M O T I V A T I O N C A N B E
A R E S U L T O F G A M I F I C A T I O N I N
E D U C A T I O N . R E W A R D S A N D
P E N A L T I E S , M A S T E R Y ,
A U T O N O M Y , A N D P U R P O S E A L L
S E R V E T O P R O M O T E T H I S
D E S I R E .
Why gamification?
• Gamification gives students the 21st-century skills
they need, lets them show their understanding, and
gets them interested in the material (Cahill, 2012).
Why Gamification?
Why gamification
• Mullich (2013) emphasizes the
value of gaming since it fosters
diversity and collaboration in
schools.
Examples of
educational
games • Kahoot, an interactive educational game
that provides learners with multiple choice
questions. Picture by (Kahoot, 2022)
Example of educational game
• Quizlet is another interactive educational
game that allows learners to answer different
types quizzes created by the teacher. Picture
by (ItalianPills, 2015)
To Conclude…
• In order to maintain the learner-centered nature of the
classroom in the twenty-first century, one must provide students
the freedom to direct their own learning. Gamification as a
teaching strategy promotes student engagement and interest in
class activities.
References
• Cahill, C., 2012. Gamification and game-based learning. [Online]
Available at: https://www.slideshare.net/CCahillMN/gamification-game-basedlearning
[Accessed 21 August 2022].
• ItalianPills, 2015. quizlet-Smart Italian Learning. [Online]
Available at: https://italianpills.com/blog/2021/06/07/10-easy-and-practical-ways-to-be-
fluent-in-italian/quizlet/
[Accessed 20 August 2022].
• Kahoot, 2022. Kahoot! Zoom App marketplace. [Online]
Available at: https://marketplace.zoom.us/apps/A0sB0dqISbKae5vrcr0csQ
[Accessed 21 August 2022].
References
• MakersEmpire, 2021. 8 ways teachers and students can benefit from gamification in the
classroom. [Online]
Available at: https://www.makersempire.com/8-ways-teachers-and-students-can-benefit-
from-gamification-in-the-classroom/
• Mullich, D., 2013. Gamification of the classroom. [Online]
Available at: https://www.slideshare.net/dmullich/gamification-of-the-classroom
[Accessed 20 August 2022].
• Pickett, A. M., 2015. Gamification in the Classroom. [Online]
Available at: https://www.slideshare.net/alexandrapickett/gamification-in-the-classroom
[Accessed 20 August 2022]
Reference
• Sunder, S. & Higham, J., 2014. Game-based learning Webiner by Greenbooks &
Gamelearn. [Online]
Available at: https://www.slideshare.net/roiindia/gamebased-learning-webinar-by-
greenbooks-gamelearn
[Accessed 19 August 2022].

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Gamification in educuation.pptx

  • 1. Gamification in educuation P R E S E N T E D B Y S T E M B O U N I V E R S I T Y O F J O H A N N E S B U R G
  • 2. Education in the 21st Century • In order to increase engagement, involvement, and learning in educational settings that are not gaming environments, gamification is used (Mullich, 2013).
  • 3. Gamification • The most effective teaching method of the twenty-first century is gamification since it engages students and takes into account most of their learning preferences (Sunder & Higham, 2014).
  • 5. Gamification Cont. G A M I F I C A T I O N I N E D U C A T I O N I S G U I D E D B Y A S E T O F R U L E S A N D P R I N C I P L E S
  • 6. Difference between gamification and playing G A M I F I C A T I O N I S C O N F I N E D W I T H I N A S P A C E A N D H A S A S E T O F R U L E S , W H E R E A S P L A Y I N G I S O P E N - E N D E D W I T H O U T A N Y R U L E S (Pickett, 2015)
  • 7. Why Gamification? Gamification in the classroom context ensures that the learners’ interest is captured. That, in turn, personalizes the learners' learning experiences. According to MakersEmpire (2021), gamification helps learners feel connected to their learning.
  • 8. Why gamification? • Gamification in the classroom encourages students to interact with the learning material. Achievements, such as points or badges, serve as a catalyst for this drive.
  • 9. Why Gamification? L E A R N E R M O T I V A T I O N C A N B E A R E S U L T O F G A M I F I C A T I O N I N E D U C A T I O N . R E W A R D S A N D P E N A L T I E S , M A S T E R Y , A U T O N O M Y , A N D P U R P O S E A L L S E R V E T O P R O M O T E T H I S D E S I R E .
  • 10. Why gamification? • Gamification gives students the 21st-century skills they need, lets them show their understanding, and gets them interested in the material (Cahill, 2012).
  • 12. Why gamification • Mullich (2013) emphasizes the value of gaming since it fosters diversity and collaboration in schools.
  • 13. Examples of educational games • Kahoot, an interactive educational game that provides learners with multiple choice questions. Picture by (Kahoot, 2022)
  • 14. Example of educational game • Quizlet is another interactive educational game that allows learners to answer different types quizzes created by the teacher. Picture by (ItalianPills, 2015)
  • 15. To Conclude… • In order to maintain the learner-centered nature of the classroom in the twenty-first century, one must provide students the freedom to direct their own learning. Gamification as a teaching strategy promotes student engagement and interest in class activities.
  • 16. References • Cahill, C., 2012. Gamification and game-based learning. [Online] Available at: https://www.slideshare.net/CCahillMN/gamification-game-basedlearning [Accessed 21 August 2022]. • ItalianPills, 2015. quizlet-Smart Italian Learning. [Online] Available at: https://italianpills.com/blog/2021/06/07/10-easy-and-practical-ways-to-be- fluent-in-italian/quizlet/ [Accessed 20 August 2022]. • Kahoot, 2022. Kahoot! Zoom App marketplace. [Online] Available at: https://marketplace.zoom.us/apps/A0sB0dqISbKae5vrcr0csQ [Accessed 21 August 2022].
  • 17. References • MakersEmpire, 2021. 8 ways teachers and students can benefit from gamification in the classroom. [Online] Available at: https://www.makersempire.com/8-ways-teachers-and-students-can-benefit- from-gamification-in-the-classroom/ • Mullich, D., 2013. Gamification of the classroom. [Online] Available at: https://www.slideshare.net/dmullich/gamification-of-the-classroom [Accessed 20 August 2022]. • Pickett, A. M., 2015. Gamification in the Classroom. [Online] Available at: https://www.slideshare.net/alexandrapickett/gamification-in-the-classroom [Accessed 20 August 2022]
  • 18. Reference • Sunder, S. & Higham, J., 2014. Game-based learning Webiner by Greenbooks & Gamelearn. [Online] Available at: https://www.slideshare.net/roiindia/gamebased-learning-webinar-by- greenbooks-gamelearn [Accessed 19 August 2022].