# data[].attributes.attachment_link.title
Canvas Credentials Digital Badges For Higher Ed | Instructure

# data[].attributes.attachment_link.description
Accelerate your goals in higher education with Canvas Credentials, the solution that simplifies digital badging. Validate competencies, drive engagement, improve completion rates, and increase enrollment. Discover the features of Canvas Credentials and request a demo today.

# data[].attributes.attachment_link.title
BookWidgets - The perfect content creation tool for teachers in the classroom

# data[].attributes.attachment_link.description
BookWidgets - The perfect content creation tool for teachers in the classroom

# data[].attributes.attachment_link.readable_text
¡Explora tu propio mundo único, sobrevive a la noche y crea todo lo que puedas imaginar!

¡Descubre un juego de acción y aventura completamente nuevo, inspirado en los clásicos de exploración de mazmorras!

Descubre los misterios de Minecraft Legends, un nuevo juego de acción y estrategia.

Juega con amigos en tu servidor personal de Minecraft en Windows, Linux y Mac.

¡Una plataforma de aprendizaje basado en juego que ofrece apoyo a miles de formadores de más de 100 países!

# data[].attributes.attachment_link.description
Minecraft es un juego sobre colocar bloques y aventuras. ¡Cómpralo aquí, o explora el sitio para obtener las noticias más recientes y las creaciones asombrosas de la comunidad!

# data[].attributes.attachment_link.readable_text
By praising one another, students make school a more positive experience! Kudos should be short, specific, and meaningful notes praising one or multiple peers for their actions or behaviors.

From the player list

Students can select any student in the Game Dashboard (except themselves, of course!) and then:

Click on the "Send Kudos" button below the game stats

Start writing kudos for a specific student

From the team list

Clicking the green "Send Kudos" button below a team on the Game Dashboard enables students to start writing kudos to a whole team, even theirs!

From the Kudos section of their dashboard

By selecting the Kudos ( ) icon on the sidebar, students can open their view of the Shrine of Ancients. Click the "Send Kudos" button on the Class Wall or in the outbox to start the process.

Kudos can be sent to one or multiple students or to any given team. There are four types of kudos:

Once they have selected a recipient and a type, students can personalize their kudos by entering a meaningful message in the text editor. They can even include images, links, or videos in their message!

Once the kudos is ready, a student can preview it or submit it for your approval. A submitted kudos can no longer be edited!
Want to see how it works? Try it out in the demo class!
Friendly suggestion: Do not approve kudos while displaying Classcraft on a projector.

After a student submits their kudos, it will be waiting in your kudos inbox. There are two ways to access your Inbox while kudos are waiting for you:

1) Click on the Class Tools ( ) icon in the sidebar and select the Shrine of the Ancients. Click on the "Inbox" tab to view all pending kudos.

2) Check your to-dos in your Activity Center or using the To-dos icon ( ) to open the overlay. Scroll to the bottom section of the To-dos and click on the Approve Kudos line.

The kudos that have yet to be approved appear first in the list:

The displayed information tells you who sent the kudos and who it's for, and gives you a short preview of the message. Click on a kudos in the "Awaiting Approval" section to review it.

After you review the kudos, you can:

Approve: Select "Approve" if the kudos can be published on the Class Wall as is.

Request changes: If a kudos is good but needs a bit of work (such as correcting a typo or removing an image), you can send it back to your student and ask for a review. You must provide feedback to the sender.

Delete: If a kudos is unacceptable, you can simply delete it. This could be for kudos containing profanity, spam, etc.

Tip: If unacceptable kudos are an issue in your classroom, consider creating a behavior preset to remove HP whenever a student submits a problematic kudos.

Double the rewards: If a kudos is exceptionally thoughtful or well-written, or if the highlighted good deed deserves extra praise, you can double the default rewards by marking the kudos as amazing. You can change the default rewards in your settings at any time.

Auto-Publish: You can make approved kudos automatically visible on the Class Wall. Your students will also be rewarded for approved kudos immediately. You can also change this option in your settings.

Students won't be able to read one another's kudos until you publish them on the Class Wall, which means you can approve them ahead of time and publish them only when you're ready.

Approved kudos remain in your inbox until you publish them to your Class Wall, which also grants rewards to senders and recipients.

To publish kudos:

Open the Shrine of the Ancients in your Class Tools

Select the "Inbox" tab

Click the green "Publish Kudos" button in the upper right corner

Note: Kudos that are "Awaiting Approval" will not be published, but all others will.

You can choose to present published kudos to the class. This is especially awesome if you're displaying Classcraft on a projector!

Presenting kudos

Click on the green "Present Kudos" button on your Class Wall to display kudos one by one. Before the presentation starts, choose the dates you want to present for:

You can choose to present kudos from this week, this month, all time, or a specific date range. Click "Present" to begin!

Go to the next or previous kudos using the arrows on your keyboard or by clicking on the arrows on the side of the presentation view:

Click the "Back" button to end the presentation and return to your Class Wall.

Mistakes happen, we get that! You may have approved and published a kudos you didn't mean for students to see yet (or at all). To delete a kudos, view your Class Wall and click the "..." button. Select "Delete Kudos" to permanently remove and delete the kudos.

Kudos settings can be edited in your class settings:

Here, you can set rewards for students who send and receive kudos. As these rewards are granted when kudos are published, you can change the rewards after approving kudos, if needed.

We suggest setting a small reward so students won't try to use the kudos system to rake up a lot of points and level up quickly. Uncheck a reward type to remove it.

Check "Auto-Publish" if you want your:

kudos to be automatically published to your Class Wall

students to receive their rewards as soon as you approve their kudos

Note: You can also change this setting as you're approving kudos.

# data[].attributes.attachment_link.description
By praising one another, students make school a more positive experience! Kudos should be short, specific, and meaningful notes praising one or multiple peers for their actions or behaviors. Students can select any student in the Game Dashboard (except themselves, of course!)

# data[].attributes.attachment_link.description
Construye comunidades maravillosas en el aula con los padres y los alumnos

# data[].attributes.attachment_link.description
Create your own jeopardy template online, without PowerPoint. Or browse the pre-made templates created by other people!

# data[].attributes.attachment_link.description
Login or sign up for free on Socrative - your assessment partner for real-time assessments and instant insights.

# data[].attributes.attachment_link.description
Join a game of kahoot here. Kahoot! is a free game-based learning platform that makes it fun to learn – any subject, in any language, on any device, for all ages!

# data[].attributes.attachment_link.readable_text
The evidence is in the practice

ESSA Level 3 correlation evidence in math and ELA, earned by teachers running frequent formative assessments.

When teachers run 30+ formative questions a week, the research is clear: they get more data-driven, their students get more engaged. Wayground is built to make that practice enjoyable ot run, attainable to fit a class period, and habitual enough to last past September.

# data[].attributes.attachment_link.title
Quizizz is now Wayground | Teacher AI and Resources

# data[].attributes.attachment_link.description
Find standards-aligned resources that engage every student. Wayground (formerly Quizizz) helps teachers differentiate instruction with AI and track student progress.

# data[].attributes.attachment_link.title
The Gamification of Higher Education_2014

# data[].attributes.attachment_link.title
Game On Gamification, Gameful Design, and the Rise of the Gamer Educator_2018

# data[].attributes.attachment_link.title
Gamification in Education and Business_2015

# data[].attributes.attachment_link.title
Juegos digitales y gamificación aplicados en el ámbito de la educación_2016

# data[].attributes.attachment_link.readable_text
When looking at how engaged students are in playing games, it makes sense to capture some of the ideas that game designers use to engage the player. This idea of applying gaming mechanics to non-game situations is known as gamification.

What defines a game is having a goal or objective. However almost all games also have some sort of theme or story. The classic game Candyland has nothing really to do with candy. It's just about moving along a path to get to the end. The game's theme contributes to making it fun. What we learn from games is that adding narrative, storyline, a theme, or fun graphics to our lessons and activities can help students be more engaged.

Providing a Playful Context

In addition to adding to the fun of the activity, having a story can provide context for student learning. When I used the game Angry Birds to teach my students about x intercepts in math, not one student asked me, "Why do we need to learn this?" Even a fantasy context can give students purpose for their learning.

To get started, try including a paragraph with each assignment that tells a little story. "You are a spy trying to break into a government building in enemy territory. Solve these 30 math problems to gain entrance through the secret gate in the back." Create a "mission accomplished" sticker or stamp that you can place on students' papers. Look for small ways to incorporate the story while students are doing their work. Refer to each student by placing the word "Agent" in front of his or her name. "Agent Jones, can you share how you tapped into the enemy building on #5?" Place an image of a spy on your class website, project a picture of a spy onto the board, and include a graphic on the students paper. When students have completed the 30 problems, have them sneak out of the classroom at the end of the period crouched down like they are really sneaking into that building.

Expand this idea to creating a theme or story for an entire unit. Redesign the activities slightly so that they are presented in the context of the story. The story can be complete fantasy, a modification of a real-world context, or an adaptation of a popular movie or book. Add graphics from the theme to worksheets, presentation slides, or handouts, or use them as room decorations.

In a PE class, adapt the story from popular video games to give your students tasks that they must complete. They can race to save the princess rather than take three laps around the track. Jump over "pipes" and squish mushrooms in an obstacle course activity. The ultimate mission is to save the princess, and each task they do over a three-week period gets them closer to that goal. Provide a bar graph showing students how close they are to saving the princess.

Reimagining the Objective

Get students involved in the story. Ask them to write their responses in the context of the theme. Student projects could reflect this theme. Design a fantasy context where they can apply their learning. This also helps them reach higher Depth of Knowledge (DOK) levels when they apply their learning to a new situation. Biology students can include in their lab write-up how dissecting the frog provided them with clues about who was poisoning the environment around the castle. Assign students to a team chosen to travel to the fictitious planet Hupore as a league of super scientists. The gravity is half that of the earth, and the aliens living there keep borrowing the scientific equipment. How can the league of super scientists conduct their experiments under these conditions? Engage students in fantasy conversations about what is happening while they are on the planet, and allow their creativity to respond to these fictitious circumstances that keep happening to the team.

Many math games are really just playsheets where the content is the same as what would be found on a worksheet, but fun graphics and a story take place around the math problem. This model of creating playsheets out of worksheets can be applied digitally or non-digitally. While students are working on math problems, play video game-style music in the background. Include slides with cartoon graphics of the character that students are trying to pull from a deep pit that he fell into. The more math problems the students answer correctly, the higher they pull him out of the pit. Advancing to the next slide shows the character climbing the rope higher.

The Role-Playing Student

Think of ways to recognize student participation that is reflective of the theme. The student plays a role in the story. Perhaps have them create avatars who earn rewards as they complete missions. Their paper avatar on the wall can earn things such as a cell phone that the student can glue onto their character. For a space theme, have students gain new titles such as "Commander Garcia."

Providing a story with the assignments makes the tasks more fun, creates a context for student learning, and makes your students active players in their own learning. Having a narrative is a great way to get started with gamification.

# data[].attributes.attachment_link.title
Gamification: Engaging Students With Narrative

# data[].attributes.attachment_link.description
When looking at how engaged students are in playing games, it makes sense to capture some of the ideas that game designers use to engage the player. This idea of applying gaming mechanics to non-game situations is known as gamification. What defines a game is having a goal or objective.

# data[].attributes.attachment_link.title
Formar docentes, formar personas_análisis de los aprendizajes logrados por estudiantes universitarios desde una experiencia de gamificación_2017

# data[].attributes.attachment_link.title
Modelo Teórico Integrado de Gamificación en Ambientes E-Learning_2016

# data[].attributes.attachment_link.title
Reconocimiento afectivo y gamificación aplicados al aprendizaje..._2017

# data[].attributes.attachment_link.title
Empleo de la gamificación en un curso de Fundamentos de Biología_2019

# data[].attributes.attachment_link.title
Aprendizaje basado en un proyecto de gamificación..._2019

# data[].attributes.attachment_link.title
Transforming Learning and IT Management through Gamification_2015

# data[].attributes.attachment_link.title
“LA PROFECÍA DE LOS ELEGIDOS”_ UN EJEMPLO DE..._2017

# data[].attributes.attachment_link.title
El Aprendizaje Afectivo y la Gamificación en Escenarios de Educación virtual_2018

# data[].attributes.attachment_link.title
Aprendizaje mediante Juegos basados en Principios de..._2018

# data[].attributes.attachment_link.title
A Conceptual Framework for Serious Games and its Validation_2010

# data[].attributes.attachment_link.title
Estrategias para trabajar la creatividaden la Educación Superiorpensamiento de diseño, aprendizaje basado en juegosy en proyectos.

# data[].attributes.attachment_link.provider_name
Observatorio | Instituto para el Futuro de la Educación

# data[].attributes.attachment_link.title
Juegos Serios para la Educación — Observatorio | Instituto para el Futuro de la Educación

# data[].attributes.attachment_link.description
Conoce una variedad de juegos serios para el aprendizaje que te servirán para desarrollar el pensamiento crítico y la empatía en los estudiantes, así como también consejos pedagógicos para implementarlos en clase.