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You can start any lesson or teach any topic with a variety of games that can be played individually , in groups or as a whole class. https://wordwall.net/

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Gamification design with Bloom's Taxonomy in mind.

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Gamification design with Bloom's Taxonomy in mind.

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Check this article to get ideas on how to use Bloom's taxonomy to design gamified activities.

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An Coppens |
Learning designers, teachers and those of us that grew up with a large dose of pedagogical inputs and learning theory have heard or come across Blooms Taxonomy at some point or other. In the world of gamification design however this is not common practise, a lot more people enter in from game design, user experience design and other backgrounds. When they then talk to learning specialists, some of these lovely models tend to baffle and stifle conversation.

Do you have to know Blooms in order to design good gamification solutions for learning? Not really, personally I think it always helps to be aware of existing terminology and frameworks. Even it is just a reference points. Like with all great frameworks and theories, they are only just that and in the end of the day the learner will decide if what you have designed for them works or not.

In gamification design, whether we like it or not, we will use some of this theory when we map out learner journeys or experience paths. In a gamification design for learning we also start with learning objective or intended learning outcomes. Then we break these down into behaviours, triggers and meaningful touch points. Often the purpose for learning related gamification is to encourage the learner to adopt a new skill or way of working. This is often broken down in the very terms used by Blooms. The image below shows and adaptation of the original model for a digital context with the distinction of low order thinking skills and big order thinking skills.

I have seen gamification designs which focused on just one aspect of this chart or a multitude of them. From the gamification designers' perspective it is good to know the language of your buyer in case you are targeting the learning nerdy community. I know from my experience they do appreciate it, however don't get stuck on how to incorporate every single step in each of your designs. Having a narrow focus may just be what you wanted to achieve. Knowing that it is narrow and only focuses on one item on this list may also convince your buyer you know what you are talking about.

I also find that the learner journey map in gamification design may not follow this process in a linear sense, but often hops around the different parts of this taxonomy with more focus on the active participation in applying and creating side. If you look at the most typical use and one I don't really endorse with points, badges and leaderboards, you realise they are all often a measure of evaluating. They may include in some occasions measures of actions taken. The much more useful learning related game mechanics are quests which can be performed for nearly all of the verbs here, 1st person exploring, branching scenarios which hold choices, feedback and consequences.

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Gamification design with Blooms taxonomy in mind

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Learning designers, teachers and those of us that grew up with a large dose of pedagogical inputs and learning theory have heard or come across Blooms Taxonomy at some point or other. In the world of gamification design however this is not common practise, a...

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Check this video that explains why using gamification in the classroom.

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Design Thinking Principles for Gamification

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Design Thinking Principles for Gamification

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Practice some keywords to keep in mind when designing a gamified activity with this Quizlet set.

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Find how Social Learning supports gamification.

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Here you can find how constructivism is associated to gamification.

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Learn how Cognitivism is connected to gamification.

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Check how Behaviorism is connected to gamification.

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PERMA is a theory for motivation as well as for happiness.

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ARCS stands for Attention, Relevance, Confidence and Satisfaction.

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Check the elements that are required to enhance individual and interpersonal motivation.

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Self-Determination Theory by Deci & Ryan (2000).

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Self-Determination Theory by Deci & Ryan (2000).

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Check the dynamics to promote self determination when using gamification in your classes.

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RAMP stands for Relatedness, Autonomy, Mastery and Purpose.

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Types of Players and Motivation Theories

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Types of Players and Motivation Theories

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Find the rationale behind each type of player and the motivational feature associated with each one.

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Find the motivational elements for 6 types of players.

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Find the kind of motivation they need, the game mechanics you need to implement and some gamification examples.

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Types of Players by Marczewski, A. (2015)

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Types of Players by Marczewski, A. (2015)

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Find the 4 types that Marczewski, A. (2015) proposes and the motivating elements you can use according to each one.

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I suggest here some ideas on how you can use Chips & Dice and PlayDoh to gamify your class activities.

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gamification sign gamified playdoh and dice

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This interactive video will help you identify some easy ways to gamify an activity for your EFL class.

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Check my infographic with some basic steps to help you gamify any activity.

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Learn about the main gamification components in this illustrated page. You will find explanation, examples, resources and a cool periodic table of gamification elements.

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Below is a list of various elements and mechanics that support different User Types and contexts and can enhance your gamification designs. These are by no means all there are, but these are the ones that I chose to include with my Gamification Inspiration Cards.

When people invest time, effort, emotions or money, they will value the outcomes all the more.

General

Flow

Getting the perceived levels of challenge and skill just right can lead to a state of Flow. Balance is the key.

The Periodic Table of Gamification Elements

Most of the icons are available at game-icons.net. For more information, check the icons accreditation info here.

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Below is a list of various elements and mechanics that support different User Types and contexts and can enhance your gamification designs. These are by no means all there are, but these are the ones that I chose to include with my Gamification Inspiration Cards.

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A gamified community perfect for little kids. They can use an avatar, complete tasks, encourage skills or values, give a voice to students and share progress with parents.

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ClassDojo helps teachers, parents, and students build amazing classroom communities.

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Have all your students in one single place, provide tasks, add levels, invite your students to complete them to level up, monitor their progress and also get connected as a community.

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Resources by teachers, for teachers

No teacher is an island-find a community of peers that will support you when you need it most. Get inspired for your next lesson by exploring Discover, browsing Spotlight, or following hashtags on Edmodo.
Get started for free

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No teacher is an island-find a community of peers that will support you when you need it most. Get inspired for your next lesson by exploring Discover, browsing Spotlight, or following hashtags on Edmodo. Get started for free

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If you're in F2F classes and want to provide some badges, use this templates and personalize it.

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This randomizer tool is great not only to pick students' names easily, you can also add questions and have students answer.

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Enter names, spin wheel to pick a random winner. Customize look and feel, save and share wheels.

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You don't need actual dice to roll one, you can use it online. And you don't need to worry about losing one or having to look for one under a table.

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Add some time constraints to your class activities by using this online timer. Students will be alert as they can see the time running out.

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This is our Dynamite Timer. Fun timers for the classroom - fun timers are great! Free, full screen, and can be downloaded. Try the Dynamite timer today! Great!

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Everybody loves Jeopardy but you don't have the time or material to create one. Well, in this online jeopardy generator you can find an already-made game or you can create your own using an easy-to-use template.

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Create your own jeopardy template online, without PowerPoint. Or browse the pre-made templates created by other people!

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Would you like to play hangman but don't have the board to write on? Use a hangman maker online instead. Just type the words you want to practice and let this tool do the rest for you!

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Send your friends a link to a hangman game using your customized word/phrases. You can text the link, share it on social media, or just visit the page on your phone for a simple game of 2 player hangman.

Enter your word list below with each word on its own line.

You need to enable JavaScript. See: How to enable JavaScript in your browser

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Create online hangman with your own words. Share the link as multiplayer or share your phone as two player.

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Can't find the right bingo cards with the specific words you need? Create your own bingo in seconds with this bingo generator.

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Make printable and virtual bingo cards

Make your own bingo cards with this free, simple app. Our bingo card generator randomizes your words or numbers to make unique, great looking bingo cards. Watch a demo.

To make customized 1-75 or 1-90 number bingo cards please use our 1-75 Bingo Generator or our 1-90 Bingo Generator.

Next Step "

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myfreebingocards.com - free custom bingo card generator

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Create randomized printable and virtual bingo cards for free in seconds with our bingo card generator. You can customize the title, background and content.

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This is a great tool to practice languages. Students can choose their learning path, they can collect keys to open locks and they can play mini-games like mazes, word attack, hangman, crosswords, jigsaw puzzles and a lot more!

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Deck.Toys - Learning Paths for Lesson Adventures

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Just drag-and-drop your teaching content to build paths and activities for your students.

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With quizizz you don't only have a class competition but you can also check your students understanding and progress. Students can have power-ups and redemption possibilities.

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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.

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Quizizz is now Wayground | Teacher AI and Resources

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Find standards-aligned resources that engage every student. Wayground (formerly Quizizz) helps teachers differentiate instruction with AI and track student progress.

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In this online quiz students can choose their nicknames for personalization, then they are assigned avatars, they compete but they have the pressure of not making mistakes otherwise they will lose their progress and the chance to win.

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This gamified tool has some great features besides competition, it also has points, strategy, and you can earn in-game money to buy upgrades and power-ups.

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Gimkit is a game show for the classroom that requires knowledge, collaboration, and strategy to win. Get started for free!

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Some gamification elements present in Kahoot! are time pressure, competition, points, leaderboard, and audio and visual aids.

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Kahoot! | Learning games | Make learning awesome!

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Kahoot! is a game-based learning platform that brings engagement and fun to 1+ billion players every year at school, at work, and at home.

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Everybody loves to play Jenga. You need to have one Jenga and modify it a little. Then use a template and have student play and learn while having fun.

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Use this chatterbox template and let your students complete the options with any target language you're teaching. After they complete it, it's play time!

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Use this template to play with dice and have your students speak, play and have fun.

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Use this monopoly template to have your students practice any target language and reading and speaking skills.

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Use this template to have students speak about their childhood. You only need some cards, check the instructions below.

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Gamify writing a story by using dice as randomizer option.

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Video about structuring the learning journey

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Video about structuring the learning journey

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This illustrated video will help you understand Bloom's Taxonomy and how to use it in e-learning.

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Bloom’s Taxonomy: Structuring The Learning Journey

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Here you can find some actions and outcomes you can have your students do with each of the Bloom's Taxonomy categories.