Educators are always concerned about finding ways to increase the student engagement in the classrooms. They are continuously molding their teaching methods so that the students can feel confident about what they learn and can stay motivated to do better and better. But, many students face difficulties in staying motivated as they study. Doing the homework, staying attentive in the classrooms and doing projects are still a challenge for many of them.
Gamification is can solve this problem by helping the students interact and engage in classroom activities at a deeper level. Game-based learning can turn out as a strong motivator for the students. Games can help in developing students’ intellectual skills without making them feel bored in the class. In this article, we will discuss 4 ways by which you can bring gamification of education to your classrooms.
Gamify the homework
Almost every student dislikes getting homework. Many of them go for homework help because they find it difficult to solve so many questions on their own. But, what if the same homework is presented to them as a challenge where they have to unlock codes, solve puzzles and identify patterns. For example, the teachers can ask the students to crack a code given in the Math assignment to earn rewards.
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The teachers can also take help of applications such as Mangahigh that inspires students to learn Math problems using the gamification technique. The aim is to introduce engaging activities that can boost the students’ interest and understanding of the subject. It is no surprise that the homework submission quality would increase tremendously with gamification.
Give badges and rewards
A good way to recognize the students’ achievements and appreciating them for their good performance is offering rewards and badges to them for their success. Just like in video games the players collect extra lives or other rewards at every level, giving badges in the classroom can boost the self-confidence of the students. The teachers can set a reward for every single effort of the student such as submitting the assignment on time, writing good quality answers or scoring better grades in the tests.
The teachers can also use a classroom management tool such as ClassDojo that issues rewards or points to students for their behaviors in the classroom. The teacher can put immediate feedbacks using this application and the students can view how many points they have. In this way, the students develop a sense of purpose in the classroom and pay more attention.
Give them the opportunity to play again
Students nowadays have the opportunity to take online assignment help for managing their assignments and homework. They might feel pressured or fear of failure as they work on their assignments. But, if students can get a chance to learn from their mistakes and try again and improve their performance, they would feel less stressed when it comes to assignments or projects. The teachers can easily make the students understand that failures are the key to success and instead of getting disheartened they should rather try once again.
Gamification can serve as a tool and make this possible for the students. It can make students understand how they can learn from their mistakes and eventually succeed even if they did not do well for the first time. For example, if a student is unable to do the assignment the teachers should give that student another chance to improve. A student who did the assignment correctly should be given another challenge to handle. In this way, students will get an opportunity to develop their skills and do better in the class.
Allow students to track their progress
Just like there are different levels in a game and the players have to progress through each, you can also implement a similar scenario in your classrooms. For example, the teachers can assign points for every small task in the classroom such as assignments, homework, test or discussions. And then they can assign progress bars to the students as they perform in those tasks.
A digital platform called Goalbook performs the same task for the students, teachers and the parents as well. The teachers can set goals for the students and can access their profiles to see how well they are doing. The platform allows the teachers to monitor every student’s progress and can notify all the parties about every progress, changes, or issues.
The teachers who have gamified their courses can already feel the change. Without any doubt, gamification of education is an innovative technique that can foster learning among the students. With the help of game-based learning, teachers can work over the creativity of the students. It can transform classrooms into a place where students can learn practical skills by interacting and collaborating with each other. What are your views on gamification of education? Is it already a part of your classroom?