
GAMIFICATION: TRADITIONAL AND DIGITAL GAMES IN EDUCATION
Venturing into the realm of gamification, where traditional and digital games converge with education, we set out to explore an exciting pedagogical approach. This course unveils the transformative potential of gamified learning experiences, blending the captivating elements of games with educational objectives to enhance engagement, motivation, and knowledge retention.
Description
The Gamification: Traditional and Digital Games in Education course offers a dynamic and immersive exploration into the world of gamified learning. Participants embark on a captivating journey to understand the principles and methodologies behind incorporating both traditional and digital games into educational settings. This innovative approach aims to empower educators with the tools and knowledge to create engaging and motivating learning experiences for their students.
Throughout the course, participants delve into the psychology of game-based learning, discovering how gamification can drive student motivation and active participation. They explore the myriad benefits of gamification, from increased engagement to improved learning outcomes, through real-world examples and case studies of successful implementations.
The course delves into a diverse range of gamification techniques and strategies, from points, badges, and levels to leaderboards and rewards systems. Participants learn how to design meaningful rewards that encourage students to progress and excel in their educational journey.
Traditional games, such as board games, card games, and physical games, take center stage as educators explore how to adapt these age-old pastimes into powerful educational tools. Additionally, participants discover the potential of digital games and simulations in fostering active learning and immersing students in engaging virtual experiences.
Practical application is a hallmark of this course, as participants engage in hands-on activities to design gamified learning experiences. They learn to align game mechanics with educational objectives, ensuring that the fun and excitement of games amplify learning rather than distract from it. Classroom management and behavior management receive a gamified twist, as educators learn to leverage gamification for positive reinforcement and self-regulation.
As the course progresses, participants explore the use of storytelling and nar
Learning objectives
- To introduce educators to the concept of gamification in education, providing a clear understanding of its principles and applications.
- To explore the benefits and advantages of incorporating both traditional and digital games in educational settings, including increased student engagement and motivation.
- To familiarize participants with various gamification techniques and strategies, such as points, badges, leaderboards, and rewards systems.
- To equip educators with the skills to design meaningful rewards and incentives that encourage student participation and progress.
- To showcase the potential of traditional games, such as board games and card games, as effective tools for educational purposes and learning objectives.
- To highlight the value of digital games and simulations in creating immersive and interactive learning experiences for students.
- To guide educators in integrating storytelling and narratives into game design to enhance student engagement and comprehension.
- To enable participants to create gamified learning experiences that align with curricular objectives and educational standards.
- To provide practical opportunities for participants to design and develop gamified learning activities.
- To emphasize the importance of assessment and feedback within gamified learning environments, promoting continuous improvement.
- To encourage educators to reflect on the challenges and best practices of implementing gamification in their teaching practices.
- To empower educators with the knowledge and confidence to leverage gamification for effective classroom management and behavior management.
- To foster creativity and innovation in designing gamified learning experiences tailored to diverse subjects and grade levels.
- To equip participants with the skills to evaluate the impact and effectiveness of gamified learning initiatives through assessments and data analysis.
- To inspire educators to embrace gamification as a powerful tool for sparking curiosity, fos
Methodology & assessment
Certification details
Certificates will be delivered in hard copy format and will include information about the course title, participant name, organization name (host and sender), duration, number of training hours, and the main topics covered in the course. The certificates are signed both by the administrator of the host organisation and by the trainer.
Pricing, packages and other information
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Price:400Euro
Additional information
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Language:English
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Target audience ISCED:Primary education (ISCED 1)Lower secondary education (ISCED 2)Upper secondary education (ISCED 3)
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Target audience type:TeacherTeacher EducatorOther
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Learning time:25 hours or more
Upcoming sessions
Past sessions
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