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Self-created Jeopardy review games that covered test topics in a fun and engaging manner

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Board races which challenged students to use mini-white boards to answer math problems as quick as possible

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Does gamification work better with younger students than older ones?

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How well does gamification work across different cultures?

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How does an instructor move resultant learning from gamification activities from being shallow towards more deep experiences?

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I am currently using Duolingo to learn Spanish and I use it daily. It keeps me hooked by using a streak count, it keeps me motivated even when I don’t feel like doing my lesson for the day, keeping that running streak helps me stay learning.

I spontaneously brought some polished rocks for my geology lab class, and whoever finished their assignment before leaving would be able to choose a rock and take it home with them. I got everyone’s lab that day!

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How do you handle students who are highly competitive so they do not ruin the gamification for other students?

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Did not think of badges/points as a gamification tool.

I thought gamification would be easy to implement in a classroom, but I can see how it needs to be taught before it can be implemented.

Did not know that there is not a lot of research done about gamification and if students retain information that way.

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I have taken a course on gamification and I have found it very interesting.

More research needs to be done on how much learning occurs through gamification.

Gamification does take time to implement.

Gamification is a new trend.

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I have created a professional development course on gamification.

I use gamification in many of the apps that I use.

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I would love to know more apps that use gamification for early childhood grades.

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I never thought about studying different age groups to gauge gamification effectiveness.

Gamification ranges from pure play to play as an assessment tool.

Gamification takes time to prepare, implement, and assess or measure if the outcomes match the expected goal.

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I know that the focus here is on digital gamification, but the concept of games in education isn't new. I remember creating review games using construction paper taped to the whiteboard (Jeopardy style). I enjoy the platforms that still allow for the collaborative classroom style of games, such as Kahoot.

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How is (or could) gamification be used in professional settings?

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I have heard of badges as a tool for gamification but struggle to use consistently

Gamifying a lesson requires some groundwork and pre teaching.

More teachers need training on how to gamify lessons

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I have created escape rooms using google forms

I like using all the different review games like blooket, quizlet live and gimkit

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What are classroom management strategies to ensure learning happens with gamification.

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I learned that it's hard to measure how effective gamification is.

I appreciated that the speaker acknowledged that gamification may be addressing only surface level learning.

I learned that additional research needs to be done to determine it's effectiveness.

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I learned that gamification is hard to evaluate effectvely.

I learned that the speaker appreciated the idea that gamification might address just surface level learning.

I learned that research hasn't really caught up with the tech and more needs to be completed.

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Professionally - I have used gamification mostly with learning knowledge checks or assessments, mostly through h5P or Rise 360.

Personally I have used chat GPT to test myself on things.

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In what ways can gamification be potentially harmful?

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I hadn't considered if there are differences in the effectiveness of gamification strategies across age groups.

Questioning whether game-based learning is surface level or deep learning

Considering how to implement gamification strategies for diverse learning needs and limitations

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Some of the micro-credential work I do revolves around digital badges, and I'm currently studying how skills and competencies can be mapped out using game design elements.

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I'm interested to know if there is a framework that identifies the different components that go into gamification within a learning context. It feels like a catch-all word for very different executions, so it'd be interesting to see what's been done in that area.

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Students playing are self-motivated to earn points or badges.

It is unknown how deep learning is from gamification.

It is unknown how gamification is different for different aged learners.

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My students use gamified reading and math apps as a part of differentiated learning.

I frequently turn to games for content review to allow students to collaborate in an engaging way. My students really love Blooket.

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Which educational games are "the best" for use in the classroom? Are there ratings for games that have different focuses, like engagement, content, collaboration to help teachers choose which games to use?

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1. Gamification would not be an easy plug n play and must be thoroughly planned and integrated into a curriculum.

2. Just as gamification have diverse combinations of elements these combinations but be inclusive to all students in a leveled playing field.

3. Gamification as an assessment tool might influence the motivation for completion.

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For microbiology when growing isolated colonies in the fourth quadrant of the plate, a specific range of colonies would earn bonus points.

Another example of gamification I have seen is using due dates where after a certain number of days correlates to the point system to earn rewards like 'power ups' for the test (extended time, teacher's help levels 1,2, & 3, automatic correct answer, or two minutes to look at a book).

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Can student opt out of the gamification?

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Gamification makes learning more interactive and fun by including points, leaderboards, and incentives, thereby raising student involvement.
By defining explicit goals and offering instantaneous feedback via game mechanics, goal orientation helps students remain focused.
Gamified activities promote critical thinking, problem-solving, and teamwork, therefore boosting academic and personal development.

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For myself, I have stayed motivated in reaching health objectives by using exercise applications with gamified components like badges and leaderboard competition.
Professionally: I have included tests and challenges with points and incentives to inspire student involvement and increase the interesting nature of learning.

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How can gamification be reasonably adjusted to guarantee it improves learning results without turning into a distraction?