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[Audio] The title of this fun activity is, Increased Academic Success Through the Use of Gamification and Game-Based Instruction By: Ferdinand Estrella.

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[Audio] The following is a list of some of the classroom resources that are provided by taking this course: Students with the materials they require to have a learning experience that is not only entertaining but also meaningful and relevant to their lives. Students are given the tools to create a more dynamic learning environment in their own classrooms, schools, and communities. Students are also given an introduction to neuroscience as well as the benefits of play-based education. This encourages students to try out creative approaches to instruction and introduces students to the benefits of play-based education..

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[Audio] Today we are going to: Conduct research into the fundamental components that comprise creativity and formulate a plan for integrating those components into the instructional process. Justify the utilization of engaging instruction in educational settings by utilizing findings from psychological and neurological research. Investigate the part that trust plays in the making of enjoyable classroom environments..

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[Audio] The process of utilizing game mechanics to improve one's educational experience is referred to as gamification for learning. In this essay, we will examine tactics and look at some examples of how it can be done successfully..

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[Audio] In spite of this, we have also touched on the idea that video gaming and technology function in conjunction with the most complicated cognitive equipment in the known world, which is the cerebral cortex of humans..

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[Audio] Everyone who is taking part in the activity, please share some examples of traditional games that you enjoyed playing in school. Please click the Jamboard link..

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[Audio] Point systems Points for tasks can motivate workers. It also shows their effort level and development throughout the course or lesson. Badges Badges are great for rewarding people. A badge is a virtual object or profile image awarded to you. It shows you appreciate the efforts. Leader points Leaderboards motivate students to study harder because they want to top the leaderboard. For improved competition, create team-based leaderboards. Levels of Difficulty Challenges are time-consuming tasks that don't carry negative consequences if they're done wrong. Challenges can include problem-solving solutions that need creative thinking. The use of gamified healthcare applications is one strategy to keep kids engaged and distracted during treatments..

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[Audio] There are many outstanding applications of gamification for learning that can serve as models towards your gamified instructional approach..

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[Audio] This method of education works by adapting a lesson plan into a playable video game. The goal of gamification is to improve content understanding and retention by incorporating aspects from games into non-game settings. However, unlike traditional methods of education, the primary objective of gamification is not to impart new knowledge to students..

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[Audio] Gamification Connects People Emotionally Emotions can enhance learning. They improve encoding and retrieval, speeding up learning. Gamification engages pupils emotionally. It increases attention and learning. The hippocampus controls memory. Thus, gamification improves student learning. Gamification enhances hippocampus memory, which aids long-term memory storage. The hippocampus releases dopamine, a chemical connected to learning and memory, which helps maintain focus. The brain processes stories better than facts. Storytelling is a great approach to teach students. Storytelling components including backdrop, characters, plot twists, and more benefit gamification from this method. Natural analgesics endorphins restore equilibrium and focus. Playing games and other active activities produces them spontaneously. Gamification boosts endorphins, creating a concentrated learning atmosphere. Games Promote Neuroplasticity, which helps the brain adapt to new inputs and form new connections. The exercise strengthens brain networks, improves recall, focus, creativity, and figuring out solutions, and prevents age-associated cognitive decline..

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[Audio] Points for goals might motivate kids. It tracks progress and boosts engagement. rewarding non-academic goals.Teachers can award points for non-academic goals like classroom cleanup. This motivates students to achieve academic and non-academic goals, boosting their achievement.Personal performance reflection helps students track their progress. It helps students self-assess, forecast future behavior, and determine how far they need to go to succeed.Levels and checkpoints give players a sense of progress. They want to know what occurs next, which keeps them studying.Badges also inspire students. Badges add competition to the classroom without points. They also foster classroom community and involvement, which boosts Various platforms and apps engage pupils. Tablets, smartphones, and more can engage students by providing 24/7 access to instructional resources..

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I often get asked what is Gamification The most popular definition is game elements in non game settings but it s so much more than that my expert opinion is that it uses our core human drives For infographic please visit https www gamify com what is gamification In this video we ll give you a quick overview of some of the key concepts of gamification We ll look at a range of different topics that relate to gamification You ll come away knowing much more about gamification and how to use it to effectively help your business How can we encourage people to exercise more Well some clever designers in Sweden came up with a playful idea to encourage everyday commuters to take the stairs instead of the escalator They did this by making the stairs more fun to use by turning them into a giant working piano They found that by doing this 66 more people than normal chose the stairs over the escalator But more than that the commuters looked like they had a lot of fun at the same time Some of them were walking up and down and up again just playing with the piano These piano stairs are an incredible example of using the power of play to motivate people There are many different definitions for the term gamification One of the most popular definitions is found in an academic paper from 2011 where gamification was defined as the addition of game elements to non game activities In this context game elements can range from interface elements like badges leaderboards or levels Or can also include game design methods drawing from the way we design games What s interesting is that gamification is not a new concept Actually if you remember Mary Poppins she sums up gamification quite nicely with the quote In every job that must be done there is an element of fun You find the fun and SNAP The job s a game Mary Poppins If you checked into a location you would receive points Check in to a new location you hadn t visited before and you would receive even more points You could then compare the number of points you had on a leaderboard with friends and you could also receive badges for doing special things like checking in on a boat or checking in with more than 50 people in one place If you checked into a place more than anyone else you became the Foursquare mayor of that place This felt like a game And it was a lot of fun to use Foursquare became a popular example of gamification What s interesting though was that the game elements they used started to appear in many different other applications and websites This may have contributed to these game elements becoming a popular way to add gamification She was on to something here She knew that something could be made fun by turning it into a game all the way back in the 1960s Gamification existed even earlier than this If you were a Boy Scout you could obtain real badges and ranks back in the early 1900s However as video games started to take off we saw educational video games then become popular in the 1970s and 80s You may remember such games as Where in the World is Carmen San Diego Reader Rabbit and Math Blaster These games were built for serious purposes to educate players These days we re seeing more and more serious games in gamification partly because video games have become mainstream and as well smartphones have made it incredibly easy to play games anywhere In Summary What is Gamification The addition of game elements to non game activities How can you Gamify something in your life Let me know on comments below Comment Like Share and I ll make sure I get back to you Useful link https www gamify com what is gamification Dictionary Definition The application of typical elements of game playing e g point scoring competition with others rules of play to other areas of activity typically as an online marketing technique to encourage engagement with a product or service.

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[Audio] In the classroom, gamification helps make the material more accessible. Adolescents with varying learning styles can benefit from using gamification in the classroom. Researchers looked at how well an educational video game may help teach concepts to children with autism.4 This study's findings confirmed that the training package's use of game mechanics to impart age-appropriate information was successful..

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[Audio] It can help with growth and development in some circumstances. The benefits of exercise are still maintained when combined with an interactive game. Adolescents who enjoy playing computer games who aren't currently physically fit can benefit greatly from this type of exercise. Physical activity has numerous long-term advantages..

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References:. Buljan, M. (2021, November 29). Gamification for learning: Strategies and examples . eLearning Industry. https://elearningindustry.com/gamification-for-learning-strategies-and-examples Fingal, J. (2022, September 22). Digital Citizenship: From don’ts to do’s to seamless integration . ISTE. https://www.iste.org/explore/digital-citizenship/digital-citizenship-donts-dos-seamless-integration ISTE standards: Coaches . ISTE. (n.d.-a). https://www.iste.org/standards/iste-standards-for-coaches Coaching resources . Educational Technology. (n.d.). https://sites.google.com/a/isb.ac.th/technology-coaching-through-the-implementation-of-a-learning-management-system/coaching-resources.