Examples of gamification in the classroom
Examples
of Gamification In The Classroom
- Do students
need to be citing details from the text and evidence for conclusions in class
discussions? Answers without evidence are now worth 1 point, a correct answer
with 1 piece of evidence is worth 2 points, a correct answer + 2 pieces of
evidence = 3 points.
- Need to
solve a classroom issue such as shortening the time it takes to check homework?
All students who have their homework out ready to be checked before being
prompted by the teacher now receive 2 points.
- Need to solve a classroom issue such as
shortening the time it takes to check homework? All students who have their
homework out ready to be checked before being prompted by the teacher now
receive 2 points.
Want to try it
out for one activity?
-Teacher vs. Class:
Students must follow a rule that the teacher sets. Anytime a student follows
the rule, the Class gets a point. Anytime a student does not follow a rule, the
teacher gets a point. This is particularly great for introducing
procedures and behavioral expectations. If the Class wins, use a sustainable
reward, such as a 1-minute dance party, extended recess time, or fewer homework
problems.
Want to try it
out for an entire class?
- Scoreboard seating chart: draw or project a
seating chart onto a whiteboard/screen, and then award students points for all
activities that you want to incentivize with sustainable rewards/recognitions
at different point levels.
- In my class, students get sunglasses to wear
until the period is over at 5 points, the privilege to take off their shoes at
10 points, a positive text to their parents at 15, and if the high score is
over 15, whoever has it may “steal” the teacher’s chair.
Want
to take it further?
Track
points over multiple classes, when students reach an important milestone such
as 100 points let them level up, as they progress further give out sustainable
milestone rewards, such as eating lunch with the teacher or a free dress pass
(if your school wears uniforms).
Competitive
students will race to have the highest level in their class and grade which can
be leveraged by creating quests which require them to recruit lower level
students in quests which require both to practice target skills.
Recuperado de https://www.teachthought.com/the-future-of-learning/12-examples-of-gamification-in-the-classroom/
Recuperado de https://www.teachthought.com/the-future-of-learning/12-examples-of-gamification-in-the-classroom/
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