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Gamification in Education

  •  English    15     Public
    Teacher PD on best practices for implementing game-like elements into instruction. Content modified from original source: https://www.trueeducationpartnerships. Pictures: Freepik
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  • Learners learn best when they are having _____
    FUN!
  •  5
  • Gamification in learning uses game-based elements such as point __________ and peer competition.
    scoring 
  •  15
  • Examples of game elements that can be used to engage and motivate learners include narrative, which means there is a ______ to the game.
    story
  •  10
  • You can use points and advancing to the next _____ in many non-game contexts!
    level
  •  15
  • When designing a game, ensure that there is a goal or _______to reach for.
    target, objective
  •  15
  • An increase in student _________ is natural when game-based elements are applied to learning materials.
    engagement
  •  10
  • Try different forms of rewards as progress indicators: virtual or class points, badges, or leader boards. These replace points in the _______.
    gradebook
  •  5
  • Consider the unique needs of the ______ and give the "player" control, create a story, or build opportunity for peer connection.
    students, learners
  •  10
  • Use self-reflection as a tool after playing a game. Allow students to see achievements and how they compare with ______.
    others, peers
  •  15
  • Gamification creates a more relaxed atmosphere in regards to failure, since learners can simply try _______.
    again
  •  15
  • Students may uncover intrinsic ______ for learning the content.
    motivation
  •  20
  • Gamification is an opportunity for you and students to think outside the _____. Tasks are no longer about filling in a worksheet or reading an article!
    box
  •  5
  • What is a another name for a character in a game?
    avatar
  •  25
  • Completing a task, laughter, receiving rewards, and being active all increase mood. Name the 4 "happiness" brain chemicals.
    Dopamine, Serotonin, Oxytocin, Endorphin
  •  25
  • The forgetting curve shows that learners will forget an average of ___%__ of what they have learned within the first seven days.
    90%
  •  25