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Empathize

1) Students do not know how to apply gamification in their learning
2) There is no venue for the students to explore this concept in their learning

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Define

To provide a venue for students to apply and experience gamification in learning. It will actually involve embodied cognition, distributed cognition

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Ideate

Game Elements:

1. Reward / Scoring
-Pawn: 10
-Knight: 15
-King & Queen:30

2. Challenges/conflict

3. Levels (Zones)
-Purple zone
-Green zone
-Pink zone

4. Collaboration

Game Dynamic & Game Mechanic:

First stage – Purple zone:
> Lecturer will gives lecture on topic at hand.
> Challenges / Conflicts: after lecture, lecturer will ask questions.
> Dynamic (Problem-solving): Students need to answers the questions
Lecturer gives points based from students’ answers.
– minimum 30 points needed to go to the next level.

Second stage – Green zone:
Challenge: Students construct mind-map based on the lecture in the Purple zone.
Students present their mind-map.
Dynamic (construct): Lecturer allocate points based on a rubric.
– at least 50 points needed to go to the next level.

Last Stage – Pink zone:
Challenge: Students apply what they have learned in the real-world scenario,
they could either use lego, VR box, AR card, Laptop, iPad, etc.
Dynamic (construct): Students apply what they understood from the Purple and
Green zone and apply it in the Pink zone by using any
technology, tools or toys.
Lecturer allocates points based on rubric provided.
At last, all points will be counted and the group with the
highest points is the winner.

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Learning Goal:
To supplement learning with gamification that incorporates collaborative learning and achieve deep understanding among the students

Game Goal:
To get the highest points in the leaderboard at the end of the game.

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movable tables, chairs and blackboards
VR goggles/AR
Monitors / Computer
Internet Access
AV system