Lesson 16 Strategy and Gamification
REPORTERS: BAYAN CARLO/ ANGELINE SINAMBAN
1.What is Gamification ?
Gamification is described as the process of applying game relating to
user experience and engagement-to nongame has five basic elements
points, badges, leaderboach, nales, or all of these five elements related
principles-particularly the texts such as educen (David, 2014) and levels
A panfied classroom voices any
Gamification in Education
• Gamification in education, or gamification in leaming operates under
the assumption that the kind of engagement that gamers experience
with games can be branchiated is an educational content the goals of
facilitating learning and influencing the student beftaviar Since
gamers voluntarily spend countless hours playing games and problem-
solving, researchers and educators have been exploring ways to
harness video games' power for motivation and apply it to the
classmom (Daved, 2016)
Elements of a Game
The goal of gamification is to motivate the learners by incorporating several game
elements in designing instruction
• Narrative
• Immediate feedback
• Fun
• "Scaffolded learning" with challenges that increase
• Mastery (for example, in the form of leveling up)
• Social connections
• Progress indicators (for example, through points/badges/leaderboards, also called PBLs)
• Player control
• Rules and levels
• A classroom that contains some or all of these elements can be
considered a "gamified" Some educators use the five basic elements,
namely points, badges, leaderboards, rules, and l (Talentino & Roleda,
2016) The best combinations, the ones that create sustained consider
the unique needs of the learners and da more than just use points
and levels to tolin players. The most effective gamification systems
make use of other elements such as connection with fellow
players/learners to easily capture the learner's interest (David, 2016)
Benefits of Gamification in Education
Gamification in education offers many possible benefits, including the
following (David, 2016)
• The students feel ownership over their leaming
• More fun in the classroom
• Learning becomes visible through progress indicators
• The students can explore different identities through different
avatars/characters
• The students are often more comfortable in gaming environments
II. How to Use Gamification as a Teaching Strategy?
Before applying gamification in class, there are three important areas that we need to look
at These areas are influenced greatly with the use of games or game-based activities (Lee
& Hammer, 2011)
1. Cognitive
• Games provide complex systems of rules for the players to explore through action
experimentation and discovery. More broadly stated, games guide the players through
the mastery process and keep them engaged with potentially difficult tasks (Koster,
2004). One critical game design technique is to deliver concrete challenges that are
perfectly tailored to the player's skill level, increasing the difficulty as the player's skill
expands. Specific, moderately difficult, immediate goals are motivating for the learners
(Locke, 1991, Bandura, 1986), and these are precisely the sort that the games provide
(Gee, 2008).
2. Emotional
• Games invoke a range of powerful emotions, from curiosity to
frustration to joy (Lazam, 2004), Gamification offers a way for the
students to reframe failure. It gives them the opportunity to try until
they learn to understand and master the lesson and the process. It
actually creates an environment in which effort, not mastery, is
rewarded. The students, in turn, can learn to see failure as an
opportunity to grow and become better, instead of becoming
helpless, fearful, and learning
3. Social
• Games allow players to try on new identities and roles, asking them to
make in-game decisions from their new vantage points (Squire, 2006;
Gee, 2008). A well-designed gamification system can help players take
on meaningful roles that are fruitful for learning
• the structure of the class. The teacher may system whenever games
are stilled in the claus Actording to Loayza (2019), there are 10 Bed
Educational Apps that use gamification for adults in 2019
1. TEDEd-gamified educational app to create actieable video lessons
2. Khan Academy-gamified educational app to learn anything for free
forever
3. Coursera is an online learning platform that provides universal
access to the words bend education from tap universities
4. Tinycards-gamdied educational app for learning with flashcards
5. Blinkist-gamified educational app for reading nonfiction books in just
15 minutes
• On the other hand, it is not good enough to gamify school because it
is the next fad or because we believe the students are motivated by
points. We must know what problems we ate trying to fix, design
systems that fix those specific problems, develop ways of evaluating
whether those fixes work, and sustain those fixes over time
III APPLICATION
Answer the following guide question completely
1.How effective gamification it is motivating students in class?
2.What are the limitations of the strategy
3.Given the learning compentencies below, develop a sample lesson plan
incorporating gamification
• Topic: Water in the environment
• Grade level: Grade 4
• LEARNING COMPENTENCIES
• The learner should be able to:
• a.expalain the use of the water from different sources in the content of daily
activities:
• b.infer the importance of the water in daily activities and
• c.describe the importance of the water cycle.
ENGAGE
______________________________________________________________________________
______________________________________________________________________________
EXPLORE
______________________________________________________________________________
______________________________________________________________________________
EXPLAIN
______________________________________________________________________________
______________________________________________________________________________
ELABORATE
______________________________________________________________________________
______________________________________________________________________________
EVALUATE
______________________________________________________________________________
______________________________________________________________________________
Lesson 16 Strategy and Gamification bayan-sinamban.pptx
Lesson 16 Strategy and Gamification bayan-sinamban.pptx

Lesson 16 Strategy and Gamification bayan-sinamban.pptx

  • 1.
    Lesson 16 Strategyand Gamification REPORTERS: BAYAN CARLO/ ANGELINE SINAMBAN
  • 2.
    1.What is Gamification? Gamification is described as the process of applying game relating to user experience and engagement-to nongame has five basic elements points, badges, leaderboach, nales, or all of these five elements related principles-particularly the texts such as educen (David, 2014) and levels A panfied classroom voices any
  • 3.
    Gamification in Education •Gamification in education, or gamification in leaming operates under the assumption that the kind of engagement that gamers experience with games can be branchiated is an educational content the goals of facilitating learning and influencing the student beftaviar Since gamers voluntarily spend countless hours playing games and problem- solving, researchers and educators have been exploring ways to harness video games' power for motivation and apply it to the classmom (Daved, 2016)
  • 4.
    Elements of aGame The goal of gamification is to motivate the learners by incorporating several game elements in designing instruction • Narrative • Immediate feedback • Fun • "Scaffolded learning" with challenges that increase • Mastery (for example, in the form of leveling up) • Social connections • Progress indicators (for example, through points/badges/leaderboards, also called PBLs) • Player control • Rules and levels
  • 5.
    • A classroomthat contains some or all of these elements can be considered a "gamified" Some educators use the five basic elements, namely points, badges, leaderboards, rules, and l (Talentino & Roleda, 2016) The best combinations, the ones that create sustained consider the unique needs of the learners and da more than just use points and levels to tolin players. The most effective gamification systems make use of other elements such as connection with fellow players/learners to easily capture the learner's interest (David, 2016)
  • 6.
    Benefits of Gamificationin Education Gamification in education offers many possible benefits, including the following (David, 2016) • The students feel ownership over their leaming • More fun in the classroom • Learning becomes visible through progress indicators • The students can explore different identities through different avatars/characters • The students are often more comfortable in gaming environments
  • 7.
    II. How toUse Gamification as a Teaching Strategy? Before applying gamification in class, there are three important areas that we need to look at These areas are influenced greatly with the use of games or game-based activities (Lee & Hammer, 2011) 1. Cognitive • Games provide complex systems of rules for the players to explore through action experimentation and discovery. More broadly stated, games guide the players through the mastery process and keep them engaged with potentially difficult tasks (Koster, 2004). One critical game design technique is to deliver concrete challenges that are perfectly tailored to the player's skill level, increasing the difficulty as the player's skill expands. Specific, moderately difficult, immediate goals are motivating for the learners (Locke, 1991, Bandura, 1986), and these are precisely the sort that the games provide (Gee, 2008).
  • 8.
    2. Emotional • Gamesinvoke a range of powerful emotions, from curiosity to frustration to joy (Lazam, 2004), Gamification offers a way for the students to reframe failure. It gives them the opportunity to try until they learn to understand and master the lesson and the process. It actually creates an environment in which effort, not mastery, is rewarded. The students, in turn, can learn to see failure as an opportunity to grow and become better, instead of becoming helpless, fearful, and learning
  • 9.
    3. Social • Gamesallow players to try on new identities and roles, asking them to make in-game decisions from their new vantage points (Squire, 2006; Gee, 2008). A well-designed gamification system can help players take on meaningful roles that are fruitful for learning • the structure of the class. The teacher may system whenever games are stilled in the claus Actording to Loayza (2019), there are 10 Bed Educational Apps that use gamification for adults in 2019
  • 10.
    1. TEDEd-gamified educationalapp to create actieable video lessons 2. Khan Academy-gamified educational app to learn anything for free forever 3. Coursera is an online learning platform that provides universal access to the words bend education from tap universities 4. Tinycards-gamdied educational app for learning with flashcards 5. Blinkist-gamified educational app for reading nonfiction books in just 15 minutes
  • 11.
    • On theother hand, it is not good enough to gamify school because it is the next fad or because we believe the students are motivated by points. We must know what problems we ate trying to fix, design systems that fix those specific problems, develop ways of evaluating whether those fixes work, and sustain those fixes over time
  • 12.
    III APPLICATION Answer thefollowing guide question completely 1.How effective gamification it is motivating students in class? 2.What are the limitations of the strategy
  • 13.
    3.Given the learningcompentencies below, develop a sample lesson plan incorporating gamification • Topic: Water in the environment • Grade level: Grade 4 • LEARNING COMPENTENCIES • The learner should be able to: • a.expalain the use of the water from different sources in the content of daily activities: • b.infer the importance of the water in daily activities and • c.describe the importance of the water cycle.
  • 14.
    ENGAGE ______________________________________________________________________________ ______________________________________________________________________________ EXPLORE ______________________________________________________________________________ ______________________________________________________________________________ EXPLAIN ______________________________________________________________________________ ______________________________________________________________________________ ELABORATE ______________________________________________________________________________ ______________________________________________________________________________ EVALUATE ______________________________________________________________________________ ______________________________________________________________________________