The use of the game as a training methodology in the classroom facilitates the learning of the subject, allowing students to assimilate the concepts effectively and keep a positive memory of what they have learned. Therefore, schools and institutes must encourage the use of gamification as a learning methodology, promoting, in turn, teacher training through specific master’s degrees in education in the management of digital resources.

Childhood is a stage in which learning develops naturally through exploration and discovery. Thus, gamification is developed from this premise, favoring learning in a playful way and through a reward model that encourages the interest of the students themselves.

Therefore, the purpose of this learning technique is not the creation of a game, but the use of competitive mechanics to encourage student motivation.

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The benefits of gamification are:

  • The use of games to involve students, both individually and as a team.
  • Encourage active learning
  • Promotes conflict resolution s.

To achieve these benefits, there are two reward techniques: mechanical and dynamic.

mechanical techniques

This reward model arises as a consequence of the objectives achieved. Some of the most used are:

  • Get points: a maximum score is determined and they are added each time the tasks to be carried out are achieved.
  • Overcoming levels: a series of levels are established that must be completed
  • Reward in the form of prizes: badges are earned by achieving the objectives.
  • Reward in the form of gifts: gifts are acquired by passing the tests.
  • Ranking: a classification of students is made through points, highlighting the best in a list.
  • Challenge mode: the competitive aspect is encouraged among the students to see competitions between users, the best one gets the points or the prize.
  • Mission mode: a challenge must be overcome individually or in a group.

dynamic techniques

The dynamic techniques are based on the motivation of the students to achieve their own goals and progress in learning. Some of the most used are:

  • Obtaining a non-tangible reward.
  • Acquisition of level or status.
  • Achievement as personal or team improvement
  • competition mode

Depending on the dynamic that is fostered in the class, one reward will be encouraged more than another.

In addition, it is essential that the teacher knows and masters the different tools available for gamification. Currently, there are multiple resources, such as video games, apps, or websites. Therefore, we show you the most used in recent years:

  • Socrative: this allows you to take quizzes to answer in real-time.
  • Super Teachers Tools – Multi-activities with TV show formats.
  • Eleven: is a mobile app with short-term exercises.
  • @MyclassGame: it is a website that is based on learning by cooperative projects.
  • ICuadernos : is an app from the Rubio publishing house.
  • Ta-tum: it is a platform for the promotion of reading.

Undoubtedly, getting this type of reward follows the behavioral philosophy of “positive reinforcement”, establishing a fun and desirable work discipline. However, gamification goes much further, turning the dynamics of the class into games, and not activities or tasks. Therefore, it is essential to specialize, know, and master all the tools that we have available for our work in the classroom.

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