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When students are doing the race, they will feel more motivated or focused if there is any award for the winner. So as the teacher, we should make the winner feel honored or excited by providing some award.

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This is a cool article as well! Research in Gaming in TESOL.. includes theories as well :-)  

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This is a cool article as well! Research in Gaming in TESOL.. includes theories as well :-)  

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https://www.english.com/blog/gaming-research

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Nicole and Heidi have produced a colorful web page that consist all of the main components of gamification!  So exciting to join the Kahoo activity in case that you have to play it on the Kahoo App! They gave an overview of the concept 'gamification", and they also teach us how to use gamification in certain context during english teaching, which is very practical and thoughtful! Thank you so much! You guys did a great job!!!!!

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Nicole and Heidi have produced a colorful web page that consist all of the main components of gamification!  So exciting to join the Kahoo activity in case that you have to play it on the Kahoo App! They gave an overview of the concept 'gamification", and they also teach us how to use gamification in certain context during english teaching, which is very practical and thoughtful! Thank you so much! You guys did a great job!!!!!

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-Olivia

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Gamification improve the motivation of language learning

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Gamification improve the motivation of language learning

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Language learning by games is really attractive for learners especially children. If they can learn more knowledge through those joyful activities, that's very nice.

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Differences between games and gamification

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Differences between games and gamification

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An interview at the 2011 Microsoft Innovative Education Forum

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An interview at the 2011 Microsoft Innovative Education Forum

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Check this out, she was talking about accept failure in game and learning reality

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Game designer Jane McGonigal interviewed by Cameron Evans, U.S. Education CTO, Microsoft

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World renowned game designer and author of "Reality is Broken", Jane McGonigal, speaks at Microsoft's 2011 U.S. Innovative Education Forum. Cameron Evans interviews McGonigal on the key takeaways for teachers.

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I would enjoy class if my teacher will design it like a game experience! Learning for points or rewards is so exciting! And I will definitely use this strategy in my future teaching!

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I would enjoy class if my teacher will design it like a game experience! Learning for points or rewards is so exciting! And I will definitely use this strategy in my future teaching!

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Please check out this website. It is a platform which has a World of Warcraft style avatars! It's so intriguing!

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Classcraft has been acquired by learning technology company HMH! 🎉 Learn more here.

Humans love to play. By tapping into this part of our nature to enhance the school experience, Classcraft's use of gamification helps to make learning more effective, meaningful, and fun.

What is gamification, anyway?

You've probably heard of classic educational games like Oregon Trail, or more recent ones like Prodigy Math. However, there's an important difference between educational games and gamification.

While educational games integrate educational content into game design, "gamification" refers to the process of applying game elements to non-game contexts. We adults engage with forms of gamification all the time, like customer rewards programs and fitness app leaderboards.

When it comes to school, gamification is a fantastic tool for motivating students to engage with their learning, demonstrate positive behavior, and more. This is why it's such an important part of Classcraft.

Backed up by science

We're big fans of self-determination theory.

This well-established field of research has found that people are driven to change and grow by three core psychological needs - autonomy, competence, and relatedness. It has also highlighted the importance of intrinsic motivation, or in other words, motivation to do something simply because you find it interesting or enjoyable.

Gamification works wonders at putting self-determination theory into practice. In the classroom, it provides autonomy, competence, and relatedness while helping to produce intrinsic motivation. Ultimately, students are driven to learn through enjoyment rather than pressure or fear of punishment.

Supporting both academics and behavior

Gamification is so powerful for helping kids succeed on multiple levels because both academic ability and behavior are developed through learning. Whether the goal is to improve in math or get better at collaborating with others, a student is far more likely to accomplish that goal when the learning process is enjoyable and meaningful for them.

Classcraft takes everything that gamification and self-determination theory have to offer and uses them to give learners what they need - psychologically and personally - to develop both academic knowledge and positive behavior.

Games, culture, and relationships

Of course, gamification is about more than just using psychology to make learning more effective. It's also about creating an experience that nurtures positive relationships and resonates with students culturally.

This is the beauty of play. For much of human history, it has sparked closer collaboration, friendly competition, new ways of communicating, and more. When all of this is channeled into the classroom through gamification - as well as game-inspired elements that kids recognize and love - that's when school becomes more than just school.

It becomes a place where engaged learners and inspired educators can work and play together to build a truly supportive environment, one where everyone has the chance to succeed.

Ready to transform your classroom?

You can sign up for the free version of Classcraft at any time!

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Gamification is a powerful method for improving student outcomes both academically and behaviorally, while also strengthening relationships and school culture.