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Gamification

Nurul Najibah binti Musameh Intan Arisya binti Arma Nur Izyani binti Zakaria
(1813842) (1812560) (1815290)
LET’S PLAY A GAME

PINEAPPLE WATERMELON

Nadzreen Syamil
Lily Faiqah
Tasbiha Fatin
Athirah Nabilah
Farhana Aqilah
Liyana Iman

PLAYFACTILE.COM
OBJECTIVES
At the end of the lesson, students should be able to:

★ Identify the features and functions of gamification.

★ Differentiate gamification from other games.

★ Apply gamification during lessons.

★ Analyse how gamification improves learning.


WHAT IS
GAMIFICATION?
★ “Using game-based mechanics, aesthetics and game thinking to engage
people, motivate action, promote learning, and solve problems.” (Kapp, 2012)

★ Gamification in learning is an educational approach to motivate students to


learn by using video game design and game elements in learning
environments.
Features
Challenges
Users Points
(Tasks)

Levels Badges Ranking


DIFFERENCES

Gamification Serious Games


The use of game metaphors, -Simulations of real-world actions
game elements and ideas in a -Main focus on practice and mastery,
context different from that of rather than entertainment
the games in order to increase -Immersive learning simulations
motivation and commitment, -Example: PeaceMaker (2007)
and to influence user behavior
(Marczewski, 2013).
BENEFITS OF
GAMIFICATION
IN EDUCATION
BENEFITS

Increases student engagement Encourages active learning

Strengthens motivation to Provides instant feedback


learn
CHALLENGES
IN INTEGRATING
GAMIFICATION
IN EDUCATION
CHALLENGES

Requires access to computer


and Internet Cost demands

Decreases student attention Distracts from learning


span objectives
WAYS TO GAMIFY THE CLASSROOM
★ Make progress visible

★ Create challenges or questions instead of homework & projects

★ Give students voice and choice

★ Implement educational technology

★ Embrace failure and emphasize the practices


EXAMPLES OF
GAMING APPS
FOR EDUCATION PURPOSES
WEB-BASED GAMING APP FOR EDUCATION
★ It is a free apps!
QUIZIZZ ★ A good tool for synchronous
and asynchronous learning
★ You do not have to project the
question on a board or screen
★ Teachers can view student
reports and view what
questions were answers
correctly or incorrectly in order
★ Fun memes to accompany the
quiz session
https://quizizz.com/
★ An online pictionary games
DRAWASAURUS ★ Multiplayer
★ It is suitable to introduce new
vocabulary in fun way
★ Perfect to start your class
★ It consists of an attractive
interface and give separate
modules on a window where you
can compete with others in
making drawings
https://www.drawasaurus.org/
★ It allows teachers to create
WORD WALL interactive games and printed
materials for their students.
★ Multiplayer
★ It consists of many types of
game templates
★ Teachers can change template
easily
★ It can be used in-class where
students have access to their
own devices, or as a way of
https://www.wordwall.net/ setting homework
CONCLUSION
TO CONCLUDE

➔ Gamification is one of the new ways of learning


➔ Gamification can be done in synchronous and asynchronous learning
➔ Gamification in education can induced fun in learning
➔ Gamification can be used to assess students’ competency in the subjects
➔ Gamification has both boon and bane in education
Q&A SESSION!

QUESTION 1 QUESTION 2

NAME TWO GAMING APPS IN YOUR OPINION, IS


THAT ARE SUITABLE FOR GAMIFICATION IN
EDUCATION PURPOSE LEARNING SERVES
OTHER THAN QUIZIZZ AND EDUCATION BETTER THAN
DRAWASAURUS TRADITIONAL LEARNING?

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