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Introduction to gamification in education

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Introduction to gamification in education

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Welcome to the first activity in our Gamification Seminar – an exciting four-sessions learning journey exploring how gamification can transform education!

During this first activity, we dive into the educational power of games and uncover the foundations of gamification as a learning strategy. Through examples and reflection, participants will begin to understand how playful elements can enhance engagement, motivation, and learning outcomes in both formal and informal education settings.

Content:
  • The use of games with educational aims
  • What is gamification
  • The difference between gamification, serious games, and Game-Based Learning (GBL)
  • Key benefits of using games in education
  • Examples of gamified learning environments
  • Interactive activity: Identify gamification elements in your daily life

Whether you're an educator, youth worker, or learner interested in the world of playful education, this session sets the foundation for the rest of the series.

🖥️ This session was delivered via Zoom by Nexes cooperative team, recorded and added to the platform, so you can revisit the content anytime as part of your Cities of Learning achievements.

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Finding gamification Get this badge

This badge is awarded to participants who actively took part in the “Gamification in Education – Session 1”, part of the KVAK project, and successfully completed the reflective activity.

Participants explored how games and game-thinking can be used with educational aims, understood the key differences between gamification, serious games, and Game-Based Learning (GBL), and identified the benefits of playful learning environments.

Through the badge activity, learners demonstrated their ability to recognize gamification elements in real-world educational contexts and reflect on their impact on learner engagement and motivation.
Tâches
Tâche n°1
Preuve vérifiée par: en auto-approbation
Think of a learning experience you’ve had recently (as a student, teacher, trainer, or observer). This can be in a classroom, workshop, online course, or even informal learning like a museum visit or team activity.

Answer the following 3 prompts:
  1. Briefly describe the learning experience (1–2 sentences).
  2. Identify at least 2 gamification elements (e.g., points, challenges, rewards, competition, feedback). Were they used intentionally or not?
  3. Reflect: how did these elements affect the engagement and motivation of learners?

Compétences

ESCO
#encourage creativity in the team
ESCO
#employ pedagogic strategies to create engagement
Engagement citoyen
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Temps à compléter : 1 heure 30 minutes
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Nexes Interculturals

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Gamification seminar
Nexes Interculturals
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