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APPLYING

GAMIFICATION
By: Chelsea Ferguson, Marie Michel, Melissa Chavez
OVERVIEW

● SCENARIO
● LEARNING OBJECTIVES
● LEARNING TARGETS
● PLAYERS
● ACTIVITY LOOP
● BENEFITS OF GAMIFICATION
● OTHER TOOLS
● REFERENCES
You are working as an instructional designer for a university and one of the
courses you are working on is an introductory psychology course that uses
concepts students need to grasp and build on as they progress through the
program. You really want to see the online courses move to a different level
of engagement and want to see if the faculty member you are working with
would consider some sort of gamification in the course. You need to have all
your information ready when you lay it out for her. What would this look
like?

Group 4 Scenario
Learning Objectives

● Students will experience a hands-on learning with gamification.


● Students will be able to progress in the subject being taught.
● Students will be able to work in groups or independently on assignments.
● Students will incorporate gamification on their own personal device.
● Students will be able to socialize, achieve and explore with kahoot .
● Professors will be able to use kahoot as an alternative grade.
Target Behaviors

● Students are able to take a hands-on approach to the


course.
● Students can use gamification to progress in the
subject instead on getting a final “letter grade”.
● Students can work together as a team or individually
to answer the question being presented.
● Teacher can add or take away from the subject as she
see fits for the class.
● The university can reach higher goals as the
gamification can be altered to fit students learning
differences.
● Students will become more engaged as they will now

have a tool that ties into their everyday life.


Players
● The players in this Kahoot! will be university students in an Intro to Psychology
course .
● Kahoot! can be played individually or in teams, as desired by instructor.

The game gives instructors the


opportunity to track completion,
who needs help, and even view
the most difficult questions
amongst student results. This
game Makes it easy for teachers
to check student progress and
According to (Cujba, 2020)¹, Leaderboard games like, Kahoot, build confident
understanding. leaders that address three different type of player types: socializer, achiever, and
explorers. These players are looking to score high in their course completion.
Feedback

Action Student
The instant correct answer after each question,
Through each question, students aids the students at knowing where they stand.
are engaged in an interactive As well as at the end of the game, students are

Kahoot!
lesson designated to check prior able to look over their missed questions.
knowledge, introduce new Teacher
concept, or assess learning. The teacher has the ability to look over all the

Activity
players and their progress in each game played.

Loop²

Goal Motivation
Students are eager to see their After each question is
name on the leadership podium, answered, students see their
at the end of each game. Also, scores rise up or down.
determining their performance Scores help students get a
compared to others. feeling of achievement.
It can make self-paced online
learning more engaging by
It can be
allowing assignments to be
tailored to fit more interactive and bringing
the needs of
Benefits Of social aspects to the online
classroom (Mixed Company
each students. Gamification in team, 2017).

Introduction to
Psychology.

Gamification can create It will help students test


different scenarios that Students will have the
their knowledge by
will help your students opportunity to keep
apply concepts to help challenging them and
track of their own
them better comprehend always keeping them
progress.
the material. engaged.
Additional Tools
Resources
Google Search:

● Access to online resources from which to


create the questions in trivia games.
Google Doc:

● This tool can be used to create a spreadsheet that


will allow the students to keep track of their points
earn from Kahoot.
● Students can then trade in points accumulated
above a certain level for extra credit on an
assignment of choice.
References

1. Cujba, S. (2020, March 25). Ultimate Design Guide to eLearning Gamification in 2020. Racoon Gang. Retrieved
September 15, 2021, from https://raccoongang.com/blog/designing-efficient-elearning-gamification/
2. Pandey, A. (2021, May 12). 5 killer Gamification examples to enhance the impact of your corporate Training (updated
in 2020). eLearning Industry. Retrieved September 15, 2021, from
https://elearningindustry.com/gamification-in-the-workplace-reshaping-corporate-training-5-killer-examples.
3. Mixed company team (2017, April 7) 5 Proven Examples of Gamification in Higher Education. Retrieved september
15, 2021, from https://www.mixed.company/5-proven-examples-of-gamification-in-higher-education .

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