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Ideas of how to use Padlet as Gamification

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Ideas of how to use Padlet as Gamification

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Hyperdocs-In higher education, hyperdocs can serve as powerful tools for promoting engagement, interactivity, and self-directed learning among students.

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Hyperdocs-In higher education, hyperdocs can serve as powerful tools for promoting engagement, interactivity, and self-directed learning among students.

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Escape Rooms -Escape rooms transform college courses by fostering active learning, teamwork, and critical thinking skills. They offer a fun, hands-on way to reinforce concepts, sparking higher engagement and making learning stick. Escape rooms break the traditional classroom model, leading to a more dynamic, memorable, and effective learning experience overall.

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Escape Rooms -Escape rooms transform college courses by fostering active learning, teamwork, and critical thinking skills. They offer a fun, hands-on way to reinforce concepts, sparking higher engagement and making learning stick. Escape rooms break the traditional classroom model, leading to a more dynamic, memorable, and effective learning experience overall.

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Game-based experiences have proven to be powerful catalysts for learning. Escape rooms in particular have grown in popularity in recent years, being a prime choice for entertainment. This presents a strong opportunity to leverage these puzzles for learning experiences that are both entertaining and educational.

Using ThingLink, an award-winning digital platform, OLC STARTALK E-SCAPE integrates immersive themes with storytelling-based modules. Students navigate content packed with goal-based challenges - like solving a puzzle in time to prevent a problem. This setup encourages students to stay involved and focused on the content as they encounter interactive characters, creative settings and strategic tasks.

"The OLC strives to push creative boundaries to foster engaging learning experiences, and this gamified curriculum opens a world of opportunities to captivate students - early on - in learning critical languages," says Jennifer Mathes, CEO of the OLC. "We are incredibly excited to launch these virtual escape rooms with accompanying teacher resources, and are appreciative of the STARTALK program for their support."

Want to do an E-Scape room test drive? We've got you covered! Check out this sample puzzle for a mini-escape room experience.

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Game-based experiences have proven to be powerful catalysts for learning. Escape rooms in particular have grown in popularity in recent years, being a prime choice for entertainment. This presents a strong opportunity to leverage these puzzles for learning experiences that are both entertaining and educational.

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Copy of Copy of Augmented Reality Circulatory System Infographic

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Histories and Futures: Selected Works from the Smithsonian American Art Museum - Google Arts & Culture

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Google Arts & Culture features content from over 2000 leading museums and archives who have partnered with the Google Cultural Institute to bring the world's treasures online.

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Copy of Basic HyperDoc Lesson Plan Template 

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This lady does a great job of explaining the features and how to start with Padlet

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This lady does a great job of explaining the features and how to start with Padlet

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MY CURRENT DIGITAL FAVORITES | Best Websites for Virtual Teaching!

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Have you tried to gamify your classroom? Do you incorporate game-based learning into your curriculum? Gamification and game-based learning have become buzzwords in education yet some general confusion still exists regarding what each is and what each is not. I would love to clear up any misconceptions.

Gamification is the idea of adding game elements to a nongame situation. Corporate reward programs are a good example. They reward users for certain behaviors. Starbucks has done a fine job of getting me to spend more money through their rewards program. It's not the most sophisticated form of gamification, but I am rewarded for making purchases and can earn extra levels by earning stars based on the program structure. Programs like this have added a scoring game mechanic to commerce.

In the classroom, gamification has been integrated in a more authentic manner as some classrooms have become a living, breathing game. Gamification systems like ClassCraft add an adventure game layer on top of the existing course infrastructure. Students create a character, play as part of a team, and earn experience points and rewards based on class-related behaviors. Students are rewarded for helping other students, producing exemplary work, etcetera. Likewise, students can receive consequences for behaviors that are inconsistent with the desired learning environment.

Over the past few years, I have gamified my classroom experience using 3D GameLab. My class now functions as a quest-based game where, in lieu of a traditional grading system, students work to earn experience points and level up. 3D GameLab is based on research done by Lisa Dawley and Chris Haskell of Boise State University. They have developed a good explanation of how gamification works:

Instead of courses consisting mainly of textbook learning and lectures, classes built using game mechanics such as badges, experience points, levels and leaderboards, boost student engagement by allowing students to choose from "quests" and progress at their own pace through a series of educational activities.

My experience has been extremely positive, as evidenced by student engagement in my course. I provide a variety of learning paths for students to choose. All quest lines touch on the same learning outcomes but allow students to follow a path that is student driven and passion based. I do not assign homework in my class, yet students would probably say that they (voluntarily) do more work at home for my class than their other courses, thus expanding their learning beyond the 4 walls and 40 minutes of my class.

One final note I would like to make about gamification relates to the bad rap I feel it sometimes gets. I believe gamification has fell victim to the fate of many buzzwords. Like anything, poor implementation receives appropriate critique. Many educators have added a simple gamified element to a class without offering a truly gamified learning experience. In these cases, gamification is nothing more than a glorified point system or the incorporation of badges and awards without authentic meaning attached. I would encourage you to not throw away the baby with the bath water. If you choose to gamify your class, please put proper thought into it, just as you would with any other program you bring to your classroom.

Unlike gamification, game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years. One of my fondest memories of school was the stock market game we played in one of my high school social studies courses. I learned so much about the stock market by investing with my fantasy portfolio. In fact, as a result of this project, I invested my own money (and encouraged my parents and grandmother to do the same) in Colecovision back in the 1980s. The stock soared after our initial investment and my family cashed in. I don't think learning gets more authentic than that!

John Hunter has received a lot of positive attention for his game, the World Peace Game, which he has been playing with his 4th graders. Others have used his game or adapted it to suit the content of their curriculum. This is a wonderful example of a nondigital game created by a teacher to enhance the learning experience of students.

In the digital sphere, game-based learning has seen quite a boom in recent years. Commercial games like SimCity, Civilization, World of Warcraft, Mineraft, and Portal 2 have found their way into many a classroom. When tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relate to our students in their world.

Game-based learning dates back to the 1970s with games like The Oregon Trail that are geared toward education. More recently, education-oriented games like Atlantis Remixed (formerly Project Atlantis) as well as a large collection of games offered in partnership with leading educational game design companies through Brainpop's GameUp are providing learning opportunities across the curriculum.

I am passionate about game-based learning. I teach game design and development to middle school students at William Annin Middle School in Basking Ridge, N.J. My course revolves around the use of games in the classroom with a focus on students creating their own games. You can find out more about my class through my .

In closing, I would like to provide you with an infographic that will visually portray the differences between gamification and game-based learning.

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The Difference between Gamification and Game-Based Learning

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Have you tried to gamify your classroom? Do you incorporate game-based learning into your curriculum? Gamification and game-based learning have become buzzwords in education yet some general confusion

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Check out this Whiteboard designed by Marci Moore.

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Ideas of how to use Kahoot as Gamification

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Ideas of how to use Kahoot as Gamification

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Kahoot platform for gamifying learning experiences

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Lessons Learned Implementing An Escape Room Experience In An Online Asynchronous Course

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Gamifying Online Learning: Lessons Learned Implementing An Escape Room Experience In An Online Asynchronous Course

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Combining Flip and Canva creates a powerful duo for enhancing online education experiences. Flip, with its intuitive and user-friendly interface, allows educators to create interactive and engaging digital lessons. With Flip, teachers can easily incorporate multimedia elements such as videos, images, and audio to deliver dynamic content. Additionally, Flip enables real-time collaboration, facilitating seamless interaction between students and teachers and fostering a more interactive virtual classroom environment. Educators can further elevate their online educational materials by integrating Canva, an innovative graphic design tool. Canva provides various," customizable templates and design options, enabling educators to create visually appealing and professional-looking presentations, infographics, worksheets, and more. With Canva's extensive library of graphics and icons, teachers can enhance visual communication and simplify complex concepts, making learning more accessible and enjoyable. By leveraging the combined power of Flip and Canva, educators can create captivating and immersive online educational experiences that promote student engagement and foster effective learning.

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Nearpod: Build interactive lessons and presentations with polls, quizzes, simulations, and virtual field trips for involving students during lectures or for asynchronous learning.

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Nearpod: Build interactive lessons and presentations with polls, quizzes, simulations, and virtual field trips for involving students during lectures or for asynchronous learning.

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Ideas for How Faculty Can Use Escape Rooms

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Ideas for How Faculty Can Use Escape Rooms

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Ideas on how to add Gameification to your course.

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Ideas on how to add Gameification to your course.

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Conversation Card Template or a Choiceboard

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Conversation Card Template or a Choiceboard

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Copy of Boho Conversation Cards Worksheet

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Check out this US Letter designed by Marci Moore.

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List of Personalized Learning Ideas for your course

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List of Personalized Learning Ideas for your course

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Help test early-stage experiments to shape the future of technology, together.

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Example Badges-Creating Badges: 

In an informal sense, badges can be used by faculty to create a level of engagement in their courses through gamification. Gamification is a pedagogical strategy to motivate students by incorporating elements of gaming into the learning environment. It can be used as a motivational tool to encourage student engagement and achievement.

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Example Badges-Creating Badges: 

In an informal sense, badges can be used by faculty to create a level of engagement in their courses through gamification. Gamification is a pedagogical strategy to motivate students by incorporating elements of gaming into the learning environment. It can be used as a motivational tool to encourage student engagement and achievement.

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Miro: An online whiteboard platform for brainstorming, visual planning, and mind-mapping. Students can collaborate on diagrams, flowcharts, and design projects.

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Miro: An online whiteboard platform for brainstorming, visual planning, and mind-mapping. Students can collaborate on diagrams, flowcharts, and design projects.

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Create tomorrow together, today

Miro empowers 60M users to shape the future by providing a place where they can create together seamlessly, regardless of location.

Next big thing? No big deal. Three simple keys to the future.

Strategize & plan

Ensure continuous alignment with customer needs and company strategy. Define goals and initiatives, visualize priorities and dependencies, and finally, watch your plans pay off. Everything is easier when you never run out of space.

Design customer-centric solutions

Foster a customer-centric mindset and build a mutual team space, where everyone can capture insights, structure them with diagrams and tables, and share it all in a central spot.

Develop your products & services

Accelerate time to market with a full suite of capabilities designed for innovation, including diagramming, real-time data visualization, and workshop facilitation. Miro also gives you built-in support for common product development processes, with agile practices like estimation and retrospectives.

Connect your entire company in a single, secure platform

With enterprise-grade security at its core, Miro helps organizations approach a Zero Trust Security philosophy. We offer advanced security integrations, robust data residency, governance solutions for sensitive data, and an accessibility program targeting Level AA Success Criteria of WCAG 2.1.

Six core capabilities. Six ways to accelerate innovation.

Miro offers sophisticated bundles of capabilities built for all stages of innovation, from diagramming to workshops to code reviews, in a single integrated workspace designed for large-scale collaboration, eliminating tool silos and costs.

Workshops & async collaboration

Unlock faster, more engaged and more productive feedback cycles for deep collaborative work. By bringing together slides, real-time data visualizations, action items, and diagrams, you'll have everything you need to make good decisions, collected on a single board.

Diagramming & process mapping

One user-friendly, intuitive workspace to visualize complex systems, ideas, and organizational structures, allowing teams to: get started faster, automate time-consuming tasks, and bring products and software to market more efficiently.

Integrated with your favorite tools? Of course.

To make work more efficient, Miro connects dynamically with over 130 tools across your stack. Jira, Azure DevOps, Asana, Zoom, Teams, and Slack are just some of them.

Explore what others like you have created within Miroverse

Discover the proven workflows, projects, and frameworks of the Miro community - or share your own!

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Miro | The Visual Workspace for Innovation

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Miro is a visual workspace for innovation where teams manage projects, design products, and build the future together. Join 60M+ users from around the world.

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Badge Board- A way for students to track activities and badges earned- Faculty could use the board as a leaderboard for who is winning in the course. 

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Badge Board- A way for students to track activities and badges earned- Faculty could use the board as a leaderboard for who is winning in the course. 

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Edpuzzle: Take existing videos (or create your own) and embed interactive questions, notes, and voiceovers to check for understanding and enhance engagement.

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Edpuzzle: Take existing videos (or create your own) and embed interactive questions, notes, and voiceovers to check for understanding and enhance engagement.

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Easily create beautiful interactive video lessons for your students you can integrate right into your LMS. Track students' progress with hassle-free analytics as you flip your classroom!

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Hyperdoc Canva Template- Allows students to see the whole process. 

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Hyperdoc Canva Template- Allows students to see the whole process. 

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Informative Writing Outline Graphic Organizer Worksheet in White and Purple Illustrative Style

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Check out this US Letter designed by Marci Moore.