This week we discussed game-based learning and gaming in the classroom
Gamification as an educational term is the integration of game components into traditional instructional methods.
Using games in the classroom increase student engagement and motivation. This is from games providing rewards, quick feedback, progression of difficulty (not making students feel defeated), visually appealing.
Game-Based Learning Resources:
- Minecraft
- Gimkit
- Kahoot
- Quizlet
One platform we have looked at in another education class is gimkit. Gimkit is basically a virtual quiz game (similar to kahoot) where students answer multiple-choice questions on their tablets, computers, or personal cellphone devices. If they answer the question right they get virtual currency. These credits can be used for power-ups and upgrades.
There are 10 games available to enhance the quizzes. Teachers can view a dashboard that shows the student’s progress, earnings, and data reports from the game. This platform keeps learning fun and engaging for students.