The Best Apps to Gamify Your Classroom!
Summary
TLDRThis video script discusses the integration of gamification in education through various edtech tools. It covers the concept of gamifying learning, traditional game-based learning, personalized learning platforms, and immersive educational games. It also explores digital breakout games and the use of digital tools to gamify entire classes, like assigning experience points and creating RPG-like experiences. The script highlights platforms like Flocabulary, Quizlet, Typing Club, Breakout EDU, and others, emphasizing their role in enhancing student engagement and learning.
Takeaways
- 🎮 Gamifying learning involves turning traditional classroom elements like activities, group work, and behavior management into a game format.
- 🎲 EdTech tools can be used to play traditional games in the classroom or implement game-based learning programs.
- 📚 Personalized learning games allow students to follow their own educational paths while being immersed in engaging game experiences.
- 🏆 Some gamified learning platforms allow students to collect points, experience, and virtual items as they progress throughout the year.
- 🎓 Blended learning can incorporate these games, especially when using models like station-based planning or small group instruction.
- 🎶 Tools like Flocabulary offer engaging learning experiences with activities like vocabulary games, using interactive multimedia such as music.
- 🔑 Breakout EDU provides both physical and digital kits for students to solve puzzles, unlocking locks for academic or team-building purposes.
- 📱 Platforms like Quizizz, Kahoot, and Gimkit offer competitive quiz games that can be customized for various subjects, adding elements like leaderboards and in-game currency.
- 🎮 Advanced game platforms like Classcraft allow teachers to gamify entire classes by assigning experience points, creating quests, and using boss battles for formative assessments.
- 💡 Common Sense is a useful resource for discovering and reviewing engaging educational games, offering recommendations based on subjects and platforms.
Q & A
What is the primary focus of the discussion in the transcript?
-The primary focus of the discussion is on edtech tools that gamify learning, including various game tools for educators to engage students and ways to gamify entire classroom experiences.
What does it mean to gamify learning according to the transcript?
-Gamifying learning involves incorporating game elements into educational activities, which can include playing games in class or turning day-to-day activities, group work, and behavior management systems into game-like experiences.
What types of games are discussed for use in educational settings?
-The transcript mentions traditional-type games, personalized learning game-based platforms, video game-type experiences, digital breakout games, and role-playing games for the entire class.
How can technology tools be used to enhance traditional games in the classroom?
-Technology tools can be used to create digital versions of traditional games, such as trivia games, which can be customized and played with students using templates from sources like Slides Mania.
What is the role of Flocabulary in gamifying learning?
-Flocabulary offers engaging videos and a vocabulary game that can be played in class, where students write answers on whiteboards and participate in a game that involves building a beat as they answer questions.
How does Quizlet support game-based learning?
-Quizlet allows students to create their own flashcards for review and also offers game modes where they can study and compete with each other, such as the gravity game.
What is Typing Club and how does it gamify learning?
-Typing Club is a program that helps students improve their typing skills through a series of lessons and fun games, gamifying the learning process and making it engaging.
Can you explain how Breakout EDU digital kits work?
-Breakout EDU digital kits offer subjects and games where students can participate in breakout room activities virtually. They solve puzzles to 'open locks' and progress through the game.
What is the difference between Quizizz and Kahoot as mentioned in the transcript?
-While both Quizizz and Kahoot are quiz games, the transcript suggests that Quizizz offers the ability to create custom quizzes and assign them as live quizzes or homework, similar to Kahoot.
How does Gimkit provide a game-inside-a-game experience?
-Gimkit allows educators to build a kit of questions, and as students answer them correctly, they accrue cash to shop for upgrades and power-ups, creating a competitive and engaging game environment.
What is the purpose of Classcraft as a gamification tool?
-Classcraft is a tool that allows educators to gamify non-game-based elements of their class. It involves assigning experience points, creating quests, and conducting Boss Battles, which are formative assessment tools within a game framework.
How does Common Sense's EdTech Reviews help educators find games for their classroom?
-Common Sense's EdTech Reviews provides a platform for educators to search for games by subject, see reviews, costs, and compatibility with different devices, helping them find suitable games for their classroom.
Outlines
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