Gamified Learning

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Are you ready to introduce gamified learning into your classroom? Here are four steps to the successful integration of gamified learning into your classroom:

1. Define and determine your goals.

Defining and deciding how you’ll use a game will narrow your search, helping you find the best game for your goals. Guido (2016) offers the following before researching, determine if you want to use a game for:

Now that you have defined your goals and why you are using the game, search for a game that works for you. 

2. Device Choice, Practice and Learning Goal Alignment

Practice playing the game yourself. This is especially important if you are playing on a PC or Macbook and planning to use the game on a mobile device or iPad in the classroom. Different apps and websites look different and function slightly different depending on the device. Playing and demoing the game as a teacher and learner will help you determine if the game is aligned with the learning goals you have set in step 1. Guido (2016) provides the following list after finding a game you think is appropriate, play it and make a note of:

After playing the game and practicing as both a teacher and learner, you are now ready to move to step 3.

3. Dedicate Time to Consistent In-Class Play

As noted by Guido (2016), sporadic learning games may not allow students to reach learning goals as effectively as consistent, scheduled playtime. What’s more, it may not be as engaging as possible. Games play a vital role in building students’ self-confidence so be sure to dedicate time in-class (Boyle, 2011). Dedicating time to games can also be used to teach other skills such as critical thinking, problem-solving, sportsmanship, interaction and collaboration with peers. This helps in creating less stifled individuals who are not limited but can adapt to many real-world situations. Zirawaga, et al., 2017). 

Guido (2016) offers ways to include games into learning in both 1:1 device classrooms and classrooms without devices in the following ways:

In a classroom with 1:1 device use, can make time for gamified learning activities by:

Just because you do not have devices in your classroom does not mean you can not introduce gamified learning activities. You can achieve this by:

These options should make it easier to designate time for educational play, seamlessly incorporating gamified instruction into class.

4. Use the Reports section if Possible or Applicable 

As the teacher, you need to make sure the games you implement are helping students master the content and make progress in your classroom (Hovhannisyan, 2018). This is extremely important as using a game should add to the overall learning of your learners.  Just like other lessons, educators collect data to drive their instruction. Looking at the data collected from the games you implement can uncover learner strengths and weaknesses while helping your shape in-class instruction. Data collection will vary depending on the purpose and nature of the game in question. Guido (2016) provides the following ways to access data:

This final step of incorporating gamified learning will give you the information needed to adjust lessons and activities, address trouble spots and build on new knowledge.



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