Gamified Learning

Gamified Learning

Vue d'ensemble

REPORT ON WORKSHOPS ON METHODS

NAME OF THE METHOD Gamified Learning
TRAINER Eduard Muntaner-Perich
WHEN-WHERE Leuven-31/5/2024
MICROTEACHING TOPIC •       Gamified learning

•       Uses elements of game design to construct  engaging and playful learning activities.

•       Learning is made game-like.

 

EDUCATION LEVEL All levels: Kindergarten, Primary, Secondary, Higher Education (designers of learning experiences)
PREPARATION BY THE TRAINER  

·       Participation in the online sessions and face-to-face sessions about the Gamified Learning.

·       Reading carefully the template of the G.A.M.E method in the Acadimia Joint Curriculum document

·       Reading carefully a presentation about the method that was used by HI during first trainings for partners.

·       Designing a short session with theory and practice for the microteaching in Leuven.

·       Preparing a Google Slides presentation.

SUGGESTIONS ON THE RESOURCES  

–        Game_10_ppt_EN is no available in Drive folders.

–        The MIRO link in the curriculum is just for viewing, you can not use it or modifiy it.

–        There is need for a practical explanation on how to gamify using this methods. Steps and examples. Materials are only theory and the MIRO that can’t be used.

 

 

WHAT WE DID -APPLICATION Steps:

1.     The method was briefly presented with a presentation.

2.     We discussed briefly about the availability of the resources.

3.     The participants in the micro-teaching participated in an exercise:

–        Brainstorm and list the learning outcomes and competences you aim your students to achieve.

–        Storyline: Create a narrative that aligns with the learning objectives.

–        Challenges: Define obstacles or tasks that align with learning goals.

–        Payoff (motivation): determine rewars or points systems.

4.     Discussion between all the participants.

FEEDEBACK FROM TRAINEES  

There were comments about the possibility of merging the 2 gamification methods in Acadimia. HI staff said that the session was helpful to rethink and redesign what they share in the curriculum, and agreed on creating a “how to” part with examples.

 

Destiné à

Objectifs d'apprentissage

Politique d'annulation

Dates

31/5/2024

Langues de travail

Anglais

Fees

Localisation

Leuven

Certification

Instructeurs

SECTIONS

📢 ACAδIMIA Repository Latest Updates

Training of educators of 1st High School of Gerakas - Gamification for fun

🗓️ Published on: May 22, 2025

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Training of educators of 2nd Senior School of Gerakas -Gamification for fun

🗓️ Published on: May 15, 2025

A presentation was given to the teachers of the 2nd Senior School of Gerakas on the creative gamification method, Gamification for fun, which refers to the practice of applying game-like elements — such as points, challenges, rewards, and progress — to educational activities. It was emphasized that the goal is to make learning more engaging, interactive, and enjoyable, while maintaining a focus on key learning objectives. All stages of the method were presented (setting learning objectives, storyline, challenges and progress, rules, strategy, and payoff). Two games created based on this method were also showcased: “De Bono’s Hats. The Life of the Computer – Hats in Action!” for Junior High School Computer Science, and “De Bono’s Hats. The Power of Statistics!” for Senior High School Statistics. In both games, students can imagine themselves as researchers or travelers who use the "Six Thinking Hats" as different lenses through which to view information from multiple perspectives. In this way, the abstract concepts of critical thinking and argumentation are transformed into an interactive and comprehensible journey.

Training of educators of 2nd High School of Gerakas

🗓️ Published on: April 10, 2025

Οι εκπαιδευτικοί, αφού γνώρισαν τις μεθόδους της ψηφιακής αφήγησης στο διαδικτυακό προγραμματιστικό περιβάλλον του Scratch, δημιούργησαν έργα που αφορούσαν διαλόγους μεταξύ χαρακτήρων με επιλογή κατάλληλου υποβάθρου. Στα έργα αυτά πρόσθεσαν ήχους, φωνή από ηχογράφηση, κείμενο σε ομιλία, κίνηση, αλλαγή ενδυμασιών κλπ για να τους προσδώσουν ζωντάνια. Συζητήθηκαν ιδέες για το πώς μπορούν να ενσωματώσουν αυτή τη δημιουργική μέθοδο στη διδασκαλία των δικών τους αντικειμένων.

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