10 Easy Ways To Gamify Your Classroom

We have seen many techniques which talk about how teachers can make their classes more interesting. Let’s discuss more about it in a way of discussing 10 easy ways to gamify your classroom.

In the present-day classroom, educators mold themselves daily to provide the students the appropriate ways to succeed. The students get the confidence to a higher level and they also reach a level of motivation as far as the learning is concerned.

Motivation is the key factor especially for some students when their grades are poor leading them to utter frustration. The teachers need to develop more and more creative skills and this is the key factor to imbibe motivation among the students. You have the choice to design the class like a video game. The reason is that the games are motivational and increase the attention and focus of the student.

The teachers need to apply the game elements in the educational context. In other words, the teachers need to apply the gaming structure in the educational system for better output. Teachers can develop their class very interesting by letting their students use text to speech program from texttospeechonline.org.

1. Transform students into co-designers

designer student

Present the class syllabus as a type of Gamification. Work with students for the development of the narrative of the class, apart from short, and long-term goals. Permit students to have a voice in the class design, vote on a model that abides with all, focus on it, learn from it, and revise this area as the class goes on. This is a best initiative to gamify your classroom.

As a result, students are put behind the wheel of their learning, permitting them to the expression of creativity and control over the direction in which the class is going. The class design needs to be a collaborative effort, it will provide students an ownership sense as far as the outcome of the class is concerned. It will motivate them to take part and achieve success within the class narrative.

Apart from that, since the class and assignment design is done in collaboration, students will not have to struggle in a traditional class setting. They get the opportunity to create a learning space in which they can flourish.

2. Permit another chance

Just as in video games, students should be permitted a second chance. When you fail the challenge in a video game, you learn from mistakes, try again, and get success.

The same phenomenon is to be applied to the classroom, as students will try an assignment, either achieve success or fail, and then try again. Students who get success at the first instance have the option to either move on to a further challenge or try to increase their score. At the same time, students who fail on the first attempt, have the choice to learn from errors and toil again till they get success.

This motivates students to learn to master skills and this also eliminates the stigma of failure. Both in life and video games, failure is a principal component of success. Students should be permitted to fail and learn from mistakes without any feeling of dejection. They should be motivated to try again.

Though this will need extra work in terms of grading for teachers, student performance, as well as knowledge of the subject will no doubt increase.

3. Give Fast Feedback

research and collecting customer's feedback

When it comes to the game setting, feedback is an important component for users to judge their performance in the game. If a user makes a selection in a game, it is generally known quickly if the selection had the accuracy factor. Classrooms need to operate similarly.

The students need to be able to receive and give feedback and they need to take the necessary steps in an accurate direction. The computers give you instant feedback in video games. The teacher may take a bit longer to generate feedback to the students individually. Therefore, students must provide feedback to each other, and the instructor has to provide support to those who require it. Teachers can break the class into groups or what you can call learning “teams”, having their names as well as characteristics.

The students have the choice to customize within the narrative of the classroom. By this, the students will have the liberty to work together on assignments, give feedback, and get support from the instructor as required.

4. Progress has to reflect

In video games, you have specific levels or progress bars and this indicates the performance in the game. In the way of gamify your classroom, you can implement a similar element and this will judge the student as far as reaching another level is concerned. Rather than issuing the grades or percentage to the students, the teachers can induce the progress bars. With the completion of each assignment, test, or project, the teacher can add the points to the progress bar. This is a significant step to go to another level. The gamify your classroom progress bard permit students to set goals and celebrate the success after the achievement. Such a method gives the struggling student a clear-cut indication as to how far are they from another level.

This is a fine option for the confidence level of the students as they can learn from the mistakes again motivate themselves to take the achievement to another level.

5. Take the challenge or quest (Another step to gamify your classroom)

When it comes to the games, you will have to meet the challenges constantly. These include the identity patterns, the break codes, or the total quests for advancement. You can apply the same elements while gamify your classroom, the projects can be fun yet challenging. As the teachers change the text of the presentation of the assignments, the task can become an enjoyable activity. Rather than assigning math homework, present it as a code, and as the student cracks it, it opens a safe that is full of surprise gifts.

6. Provide Voice and Choice

In various games, users are generally provided multiple options that have an impact on their progress, as well as the outcome of the game. Some get the reward of extra lives or various other benefits while accomplishing tougher challenges.

The teacher can implement the same choices into gamify your classrooms, permitting students various options they can make use of to reach academic goals. Students are provided the option to select various paths to learn the curriculum. For example, rather than just issuing a test at the end of a subject, teachers can permit students to opt for various paths for demonstrating their understanding regarding the material.

Some students may select to develop a group project as well as a presentation, others may opt to write an essay, make a board game, or express the understanding in various other creative methods. By providing students with choice, it permits them to foster and use their knowledge in new innovative ways.

Apart from that, it gives them a feeling of honor and ownership for their work, in turn fostering added creativity as well as achievement.

7. Individual Rewards

individual rewards

Badges or various other rewards are a fine method of recognizing student achievement as well as motivation for students to further increase their efforts to reach academic goals.

By giving a tangible symbol of achievement, badges as well as rewards can be impactful to celebrate certain student accomplishments and can be a superb tool to increase student confidence.

Even if badges are provided for simply attempting an assignment, accomplishing extra credit, or displaying continued effort to reach a goal, the mere recognition of toil can move a long way to motivate students to learn.

8. Skill without boundaries

skill boundaries

To encourage a complete class to strive to increase their academic achievement, teachers need to implement more than just individual badges plus rewards as incentives. Teachers have the option to implement a class-wide reward system, and in this, each one can celebrate individual as well as collaborative accomplishments. This is another level of gamify your classroom. The student reaches a further level or Point total and some skills or power-ups can be given a reward, like the ability to select a class-wide activity or game to play.

If an individual or student group moves to a particular level or point total, all in the class get a moderate point boost. This class-wide reward system not just celebrates individual achievements, but also encourages each classmate for helping each other so they may all get the reward in some manner. This provides a sense of collaboration among students, as they see themselves sailing the same boat, which needs their combined effort to get to their destination.

9. Implementation of Education Technology

education technology

Although gamification does not need the implementation of technology to get success, the present-day student is much accustomed to making use of technology in day-to-day life.

Teachers searched for creative ways to make use of technology to excel in their gamify your classroom process. Customizable classroom management systems like ClassRealm have helped teachers manage the gamified classrooms, permitting teachers, students, as well as parents to track the achievements of the student, boost student participation by way of educational adventures as well as set games, and set academic targets for individual students.

Apart from that, it provides points to students to get into class on time, for completion of assignments, reading extra books for class, and aiding fellow students. This boosts students to go ahead with their learning much far than the required boundaries, and at the same time motivating participation as well as peer assistance.

Educational game designer Gamestar Mechanic, as well as class behavior management system Class Dojo, are various popular tools helping teachers to increase student participation as well as an achievement by way of gamification.

10. Stress on Practice and do not be afraid of failure

An impactful gamified classroom needs not just stress on the information being taught, but also on the skills achieved, as well as the knowledge gained. The stress of gamification is to give students a fluid environment of learning that involves self-direction. In this capacity, students can learn skills that hold relevance, and these include critical thinking, problem-solving, collaboration, as well as know-how of application procedure of those skills.

These are precious abilities that students will not just apply in school but also their personal as well as professional lives. Therefore, it is important that teachers who make use of gamification in the classroom permit their students to try, fail, and learn, and at the same time support their innate creativity as well as enhancing the curriculum.

As already told, by permitting students extra choice as well as the flexibility of assignments, teachers observe what procedures are operating, which skills are exercised as well as mastered. They can make further adjustments or provide suggestions as the students progress through the class.

Conclusion

With gamification, the students and teachers can go through a new way of innovative as well as facilitated learning. With gamification, the teacher can transform the classroom by teaching the student the core practical skills. This method of learning also fosters collaboration as well as creativity. The students can excel in their learning by the method called self-guided instruction.

Leave a comment

Your email address will not be published. Required fields are marked *