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Gamification

Gamification in classroom practice is when I apply game design elements to an educational setting. For example, using points and badges to help improve classroom management or to guide the early readers. A simple and effective example of a platform which makes use of Gamification is Class Dojo. I have been using it for many years and find it to be very effective for classroom management with primary school children. 

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By incorporating elements such as points, badges, leader boards, and progress tracking, gamification can increase student motivation and engagement in the learning process. One digital tool we have learnt to use to help gamify our lessons is deck.toys. It makes use of maps, a challenge and point accumulation to keep students motivated to learn. I have designed a deck.toys lesson to help facilitate earning about the earth and sustainability as an Earth Day activity. 

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