Lets go on with gamification education


image from: edu-evolved.com.
Gamification education can be one of the most useful motivational methods that can be used for students to become more involved in class.

Maintain the interest of students in the classroom is a difficult task. When a subject is an uninspiring nature and therefore the method of teaching and the teacher does not contribute to foster student motivation, going to school can become sheer torture. I wonder how many of us we will have seen the situation where a subject which in principle should be very interesting, becomes the worst time of day because of a mediocre teacher. However, when the same teacher is replaced with one that puts a little more enthusiasm or jogging better class participation, rather than the teaching process is only unilateral, we see how our interest in the subject resurfaces and up return it to enjoy. Teachers can use several techniques to encourage students to participate and to work more, one of them gamificar education.

Gamification (gamification in the Anglo-Saxon) is the use of game mechanics rather playful environments applications to enhance motivation, concentration, effort, loyalty and other positive values ​​common to all games. It is a powerful new strategy to influence and motivate groups of people.
– Definition of http://www.gamificacion.com

There are several projects that apply the principles of gamification to teaching. Normally, are based on rewarding students through experience points, which are redeemable for usable in real life prizes such as the ability to eat in class or take notes on an exam. One project that has gained more fame in this field esClasscraft, converting the classroom in an RPG.


image from: gamified.uk


An unmotivated student is a student who will not apply its full potential. It is often said that the best reward is seeing a good note, but for those subjects who only have a test, would be as if a worker that worked all year payment to be made only at the end of this. As you can imagine, would not be very motivated. Now let us return to the situation and imagine a different way of teaching in which students see their efforts rewarded immediately. Classcraft is a great example of the application of gamification in education but the principles are so simple that could be implemented overnight and without using additional software. Distribute a simple document that explains the rewards redeemable for a number of actions should be sufficient.

Dynamics that reward the effort with juicy rewards

Let’s start with something simple, suppose a teacher asks a list that explains to students that they will be rewarded with X points simply because going to class, seminars, to answer correctly questions to complete work or give them the voluntary option of preparing a topic to present in class. Similarly actions would also smother points. Next, a list is prepared exchangeable skills. These acquirable skills should be of sufficient interest for students who want to become more involved in the subject or of no avail. The more points needed more valuable the reward like asking a track, to get out of class X minutes, bring food or whether a response is correct before submitting a review. If we add special group dynamics in certain tests as groups get the average mark of what they have drawn their members or penalties of one affect the rest of the group could encourage collaboration among students.

The result is a student who enjoys a more attractive and dynamic formation, the effort is rewarded instantly. This motivates them to get involved and to encourage other students in their groups to participate more in the subject throughout the course to ultimately improve their grades. One could debate whether gamification is the best method to motivate students, but in my case, the idea of ​​applying the dynamics of an RPG to the classroom seems infinitely more attractive than what we have now and would not hesitate to try it.



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