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04 5 Ways To Gamify Your Classroom
04 5 Ways To Gamify Your Classroom
04 5 Ways To Gamify Your Classroom
Section 1 Lesson 4
Here are five ways to gamify your classroom to boost engagement, collaboration and learning:
3. Create a quest.
A quest is a mission with an objective. Every year my students participate in an adventure
quest based on the weekly current events reading. Students who correctly answer a specific
text-dependent question earn points. The student with the most points after six weeks wins a
prize. I post additional questions on Remind and Twitter to allow students to earn extra points.
Quests can also be independent projects or activities for the students who have finished their
work.
Gamification is about transforming the classroom environment and regular activities into a
game. It requires creativity, collaboration and play. There are numerous ways to bring games
and game playing into the classroom to promote learning and deepen student understanding
of subject matter. Whether teachers are looking to bring some aspect of gaming into their class
or use a game platform across the curriculum, they can use gamification elements to enhance
learning and student engagement and address the ISTE Standards for Students.
Michele Haiken is a literacy teacher at Rye Middle School in Rye, New York, and an adjunct
professor at Manhattanville College in Purchase, New York. She is also a frequent speaker and
was a contributor to the ISTE book Teaching Literacy in the Digital Age. Learn more about
applying gaming techniques to learning in Haiken’s ISTE book Gamify Literacy: Boost
Comprehension, Collaboration and Learning.