Gamification in the Classroom (K-12)
Engaging Strategies to Produce Meaningful Learning Experiences
What is Gamification?
"The gamification of learning is an educational approach to motivate students to learn by borrowing the best parts of video and board games and applying them to lessons and activities."
This course is designed for all K-12 educators looking for a fun and engaging way to help students take control of their own learning by using gamification. It can be used for all subject areas at any level.
The purpose of this course is to explore what gamification is, why it’s so powerful, and demonstrate various ways in which to use it in education at any level, both with or without technology. Learners will discover how to create gamified activities, lessons or full units, and many resources will be provided.
This course is designed to teach you how to better engage learners by using gamification in their lessons. Throughout the course you will explore what elements make something “gamified,” and how to easily create and incorporate them into activities, lessons, or units. You will learn about the common misconceptions of gamification, and why this often-misunderstood method of teaching can be powerful, especially for those learners who are “at risk” and often disengaged with learning content. You'll discover how intrinsic and extrinsic motivations work, and how gamification can foster a growth mindset towards learning. Ultimately, you will learn how to use gamification as fun, non-threatening built-in assessment for any class content where students get to use choice and voice in their learning. You will also get to view gamified lesson content samples that are already in use by teachers around the world.
On completion of this course, learners will:
- Be able to explain what gamification is, and why it’s a powerful way to engage students.
- Have explored how to use gamification as an assessment tool.
- Understand how to maximize student engagement and foster a growth mindset culture.
- Gain the competence and confidence to create their own gamified activities, lessons, units, or even full-year themes.
- Receive a host of valuable lesson samples/resources to use in their classes.
All reading materials will be available on the internet as articles or from files to be downloaded within the course module.
Technology needed to complete:
You will need a computer and/or tablet, Google Slides, Microsoft Word or Google Docs, a Google account with Google Drive (optional but very helpful), and a Twitter account (optional but very helpful). You may use any valid email address to contact the instructor or turn in materials.
We have estimated this module will take approximately 7 clock hours to complete. Of course this will vary with every learner. Since the course will take approximately 7 hours you could apply for 7 professional development hours/points from your school/school district. Make sure to check with your principal or professional development coordinator to see how this works in your district.
Participants can start and complete assignments any time they wish. You will have an instructor that you can contact via email for help, and you will turn in some of your assignments via email to your mentor. Your instructor will communicate with you via email. The instructor will also review most of your work to make sure you are making the appropriate progress. You will not earn a letter grade from this course.
Standards: Can integrate into any subject content and standards.
Need to get your Professional Development Credits approved by your administration? Download the course description here.
Mike Ginicola has taught K-6 health and physical education for 20 years, and was the 2016 recipient of the CT PTA Teacher of the Year Award and CTAHPERD Outstanding Program Award recipient. He was the 2017 recipient of the national American Heart Association/SHAPE grant and award. He was also the 2016-17 community champion award winner for his school district. He’s currently serving on the board for CTAHPERD. He’s presented nationally on gamification and shared its power on the “Global Voxcast” and “Under the PE Umbrella” podcasts.