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ı believe that whether we make our sts play the games we produce or make them produce games by themselves , they always love the lessons. I usually use Learningapps, tinytap and sometimes genially.

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Games improve creativity, self esteem

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The game develops creativity.

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My pupils can create their own games using jigsawplanet, learningapps. This makes them more creative and more selfconfident.

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I made cram to match the words or picture in the classroom.Minecraft and stratch is new for me. ı hope to try them.

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Students create the test and should use a song, a video, a photo and a drawing. If I use all aspects, we can assess that they have completed the task creatively.

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turkey
with survey monkey

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I intend to learn the Scratch program and use it to teach mathematics in a fun way

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It is highly difficult to evaluate creativity.
If we using gamification elements we can made stimulating enviroment for our students.

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After we set a challenges for pupils for every succesfull solution we give them a points or badges or tips how to overcome the next challenge.

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I don´t have a project, but inspiration here .

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Creativity is developing in the situations where you should change your routine. So, each activity planned to face our students with unexpected situations are for that. Using the gamification elements  like the challenge, the element of chance, the competition, the cooperation, the feedback, the rewards, the winning or the progression in educational process helps to built engaging environment for students.

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How to value creativity? Tough question. Maybe to give an assignment to a oupils or student to create some game or quizz but First to define steps that you ´ll evaluate.

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it could be assessed by different levels of the game so that students can observe by them selfs the progress they made

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Assessment is a step that needs to be followed carefully, using measurable criteria. Thus, pupils can observe the acquired, acquired skills. Each stage can be marked with figures, colors, smiles (symbols). Each symbol can represent points the student accumulates.

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I would agree with an idea from one of my collagues here.
Quote:
Ivana, Croatia

We should make a list of things/steps which are expected of students to do and assign points according to their progress. Maybe time limit could be one of them.

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How can creativity be assessed? Imagination, creativity, curiosity have to be trained like a muscle in order to work better. I would not define a mechanism for assessing competences using gamification, but I will put more attention for the training of teachers and the correct ability to evaluate soft skills during the observation in which children are involved and really engaged.

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Is it really possible to assess creativity? We can assess contents through creativity though. Using ICT makes a difference.

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With Rubrics

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I think that gamification increase: motivation, colaboration, creativity...i have some experience some studensts create games, like puzzles and kahoots. So, they developed the skils: searching, creativity, working with collegues, learn about rules.

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Peer-Assessment whereby in pairs the children explain their projects to one another and the challenge each other with questions. The teacher goes around with a checklist to analyse what the children are discussing.

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Usally

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Usally I use GeoGebra, But I think, in the future I will search other opportunities too.

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Electronic tests by Google Apps and Geo-Gebra

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For example, to give the assignment for students to create the quiz for the exact topic in Kahoot! and they should use 2 songs, one video, 3 photos, 2 drawings, etc. If they use all the aspects, we can assess that they completed the task creatively.

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Kids can be creative in many ways. We do not assess or certify creativity, but the knowledge. Is it really possible to assess creativity?

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I used BeeTheBest app for gamification, to motivate students with tasks. This app is closed, I can not use it anymore. My students are still asking when will we use something similar. They liked it very much.

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The creativity is very hard to evaluate, but I encourage the students who can add more logical rules in a game, who can change a rule with another one more complicated. And I give them extra points, of course.

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Using escape room blended with ICT tools is a good way to evaluate knowledge, competencies, social skills and creativity.

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I think Scratch is perfect for this bit of operation

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I think that creativity is very difficult to assess; we can however assess the product of creativity using different methods: it is possible to give badges, awards or certificates for the accomplished work, we can use symbols like emoticons, we can create a rubric where we define the items and how they have been achieved.

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I think that games like Escape room and Scratch are perfect to show many of teacher skills like creativity, cognitive skills, resourceful.

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Gamification is good for students because they are more interesting and learning is fun. Plickers is one of them. Qiuzzi, escape room.

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The kind of gamification technique which i  use is different . My students work on platform where they earn badges and certify . In this way They development creativity.

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Students play games and earn badges or awards for accomplishing tasks. This can be perfect for teaching creative subjects. Students can get simple rewards, like a virtual badge once they finish a task. These rewards are easy and keep students motivated.

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It is difficult to assess creativity but maybe with some extra points or we should make list of what we expect from students and according to that asses them

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The more a student realize "working things" in a "learn by doing" environment the more it acquire competencies. I think that the most interesting fields in which to develop creativity and digital skills are (educational) Robotic and 3D Printing

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What I could use with my students with special needs is colorillo, storyjumper and I want to try cosketch or other techniques That I will find in this course.

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Maybe it would be interesting to try to make something on the computer and try to repeat it in classroom with different materials. Making 3D elements and using 3D printer is always fun, but we could make a 3D model of something (in my school every class makes recycling bins with used materials) like pencil holder and try to make it with materials we have - used paper, wood...

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It is difficult to decide about it. I find more ideas like: quizzes, mozabook, certificates, badges, but non of that I feel it is not enough good.

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ı made cram to match the words or picture in the classroom.Minecraft and stratch is new for me. ı hope to try them.

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I could propose my students to learn and effectively create something new and original by scratch https://scratch.mit.edu/ . Students could use this tool to give instructions to a robot and lead it to explore a geographic space. They have to give coordination in English for instance so that the competence to use a foreign language is assessed. They have to use Mathematics, Science and Engineering competences and also creativity, autonomy, initiative and critical thinking, the ability to workin groups to reach a common purpose and of course the digital competences. If the purpose is reached, the robot can move it in the space, the competences are tested and assessed through the efficiency of the students’ product.

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I can use scratch https://scratch.mit.edu/

Students can use this tool to give instructions to a robot and lead it to explore a geographic space. They have to give coordination in English for instance so that the competence to use a foreign language is assessed. They have to use Mathematics, Science and Engineering competences and also creativity, autonomy, initiative and critical thinking, the ability to workin groups to reach a common purpose and of course the digital competences. If the purpose is reached, the robot can move it in the space, the competences are tested and assessed through the efficiency of the students’ product.

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it's too difficult for mine, but I'll try.

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Assesing competences using gamification mehanisms.

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Assessing competences using gamification mechanisms
What kind of gamification techni

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I don`t know how to measure creativity...It` s personal assessment of a teacher.

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I didn't know how measurable creativity is through gamification. Maybe it is more subjective than other skills. 

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I didn't know how measurable creativity is through gamification. Maybe it is more subjective than other skills. 

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It's difficult to measure crativity as a competence, maybe with extra points.

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It is very difficult to measure crativity with gamification. I will try to use some ideas proposed by other colleagues.

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I think it's very hard to mesaure creativity. We can encourage students to show and develop their creativity. Maybe games can be helpful to develop their creativity.

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I think it's very hard to mesaure creativity. We can encourage students to show and develop their creativity. Maybe games can be helpful to develop their creativity.

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I use the gamification to assess competences but I do not give grades. We can use Kahoot, smiles with little ones, on-line quizzes and there is a wide range of possibilities.

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In my opinion all the techniques proposed offer the possibility of developing creativity. However, there are too many differences among children and not of all them can create extraordinarial tools giving the same materials, time and space.
I think this is something very difficult to assess but by the other hand seems to be indispensable to work with them. In that way we can give them the opportunity to depelop and be able to create something good or not very good, but something will be created. ;)

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I use gamification to assess competences very often because working with younger students the best way to assess them is through games. It is also the best way to help them develop their creativity

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In primary school various techniques are used. I think it is important to feed it, it is to carry out activities in small groups with forms of reading and creative writing. Now there are various methods that can be used; those most adopted by me are those promoted by the Erickson publishing house. However there is the methodology of Riz Poletti, the word cloud methodology, the methodology of the Caviardage method. There are also platforms that help to create comics and crosswords. Then the code .org platform. To evaluate I would use grids made by me based on simple observations at levels

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Yes I think gamification could provide a solution to assessment method. Eg. I made GooseChase game for my students. They had to find different photo evidences in our school yard (square, rhombus, deltoid, trapezius... different types of triangles, fractions... everything we learned about this school year). When they could not find the evidence, they made it themselves (it was their idea). They had some fantastic ideas.

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We should make a list of things/steps which are expected of students to do and assign points according to their progress. Maybe time limit could be one of them.

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It is very difficult to assess creativity, but I could find some games, for e.g. use a strange word to create a new product/ brand.
Use first two letter and they create a new word with it in one minute for e.g. br= bride, brunch, brother, bra, bread etc

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Imagine a story, respecting the steps of the narrative action. I would use Scratch

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Naema
Imagine and write a story and act stereotyped to express the story

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Naema alhenawi
I designed cubes on each cube of a picture of an animal or a plant or a personality or the picture may be more than a character and paste on the faces of the cube six and the students set groups so that the student first cube and write the group name or character of the character and throw the second and so,  A common and funny story and we help them sometimes draw or represent them or work a stereotype of clay

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I think that whichever game could be used to assess and certify the creativity, because with them, the students enjoy themselves and learn new skills and at the end they expose the result to the others and it is very gratifying for them.

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I think I would use a game where each player makes up a long list of uses of a common object, or make a layout using simple objects.

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I always assess my students using gamification mechanisms and trying to create a warm merry atmosphere in the classroom. I use on-line quizzes, Kahoot, Treasure box and I do my best to encourage my students in every way to develop their creativity.

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There are many techniques that could be used. I think tha the most appropriate would be something that has to do with media, such as videos, music, games, etc. Image seems to intrigue children , so I would try to be creative using them.

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It is difficult to measure creativity. Not all children are interested in same things, but we should encourage children in every way to develop their creativity through games.

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When I do project work with my students, I create moments of discussion where the self-assessment and hetero-evaluation of the presented works are done.
The different groups
the positive aspects, the negative aspects of each project and suggestions for improvement that help me in the assessment of competences.

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By setting and following some criteria. But more efficient would be awarding all students that participate in creativity tasks.

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Any programme or form of crafting etc that the pupils would be familiar with could be used for evaluation of the development of different competences. Teach the pupil the technique, let him/her create something. Let them play and practise their creativity for a longer time, and in the end evaluate their latest creations and compare it to the work done in the beginning. Be careful that you evaluate the target, the competence your exercise was aiming to develop. Creativity is difficult to bring out and difficult to evaluate.

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Any programme or form of crafting etc that the pupils would be familiar with could be used for evaluation of the development of different competences. Teach the pupil the technique, let him/her create something. Let them play and practise their creativity for a longer time, and in the end evaluate their latest creations and compare it to the work done in the beginning. Be careful that you evaluate the target, the competence your exercise was aiming to develop. Creativity is difficult to bring out and difficult to evaluate.

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I believe that the most suitable form of gamification to evaluate the acquisition of skills such as creativity is the use of a video game, even better if created by the students. Let's start with creativity and use creativity to proceed in the game. It is the most useful form thanks to its structure organized by levels, which would allow the involvement of all the students. Students would receive immediate feedback on their actions, obtaining points, badges and prizes. The video game increases involvement thanks to challenges and missions and teaches time management with time targets.

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Difficulties with defining creativity aside, and including students who just do not work in that way, giving a open answer assignments then giving out extra badges for:
- different approach to solving the problem
- number of different solutions found
- unique solutions
I think I could work with something like that.

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Gamification is good for students because they are more interesting and learning is fun for kids.  But every game has rules and we need to follow them. As we had already mentioned creativity is difficult to be measured. All students love to be rewarded.

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I am not sure if standardised assessment methods are even possible and necessary for such a phenomenon as creativity. Children have different social, economic background, some of them haven't had enough contact and communication with their parents in early childhood, and they have not developed creative thinking at all. Of course, it is possible to learn something at school but I don't think that there should be standardised assessment of creativity, even through games.

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I am not sure how measurable creativity is through gamification or otherwise. I think it is more subjective than other skills. Perhaps assessment of creativity needs to be equally individual for children. I use Seesaw for online portfolios. The children upload work samples in all subject areas to their portfolio over 8 years in primary schools. This gives an indicator of their progress through their e-portfolio.

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I guess that creativity is hard to assess and this is not the point of our work. But we should encourage children in every possible way to manifest and develop their creativity, so playing games it may help them in this direction.

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I'm not sure if assessing creativity is possible, especially standardized assessment. Not all children are interested in same things so for one child a creative outlet might be a painting, for another one it would be a poem etc.
Gamification might be helpful because students love games and are equally involved.

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Every child is different and has a different level of creativity. I wouldn't assess it. I would just take what every child offers to me. Without comparisons.

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Gamification in assessing creativity? Sounds good but hard to implement as creativity is difficult to measure. Yet, forms where anything created by the students, no matter how creative it may be, will lead to an award or to the next challenge would be something I could use to assess creativity.

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i use, kahoot- quizizz - cram - studystract - menti for both games and assessment.

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One of the key concepts of gamification is ‘Goal-focused activity’ and this works best when there are clear
‘checkpoints’ in an activity that can be used by the learner to establish their progress and identify remaining tasks.
This feature is often evident in good learning design, however there may be situations when this concept conflicts
with the required learning outcome.

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It is difficult to measure creativity, different creative fields, and each student has different creativity from peers, perhaps by measuring progress in completing tasks

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Gamification certainly fosters creativity, but I'm not sure how I would assess it. I'd rather put the emphasis on the  process, not so much on the result.

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Educational games are excellent tools for developing learning and skills. Not being a solution for all educational contexts, when idealized and with defined objectives, they are presented as a way to motivate and involve more students.

Tools like Edpuzzle, Google Form or Thinglink, are very interesting and fun.

- examples:

http://bit.ly/2TWs63X  - Google Forms

bit.ly/2TVx8xz - Google Forms

http://goo.gl/qebVi2 - Google Forms

goo.gl/BDcSh7– Edpuzzle

https://b.socrative.com/login/student/ (Use the room name 7AET) - Socrative

https://padlet.com/vitorlousilva/pjobj5eqca2q

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I believe that what is more important is that pupils manage to complete the task. Especially in primary school. This will give them a sense of satisfaction. Otherwise, we run the risk of discouraging them. We assess our pupils with tests - tests do not apply on creativity.

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I dont know for sure but if a students handles out to go to the end of one certain task for sure he is creative

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It is difficult to measure creativity, different creative fields, and each student has different creativity from peers, perhaps by measuring progress in completing tasks