Benefits
Types
Design and Implementation
Challenges and Solutions
Key Concepts/Definitions
100

More attractive and less impositive process

Advantage: increases intrinsic commitment, engagement, and interest. 

100

How is a classroom activity that incorporates elements like points, awards, and classification charts called?

Gamification

100

Which is the first key step for designing a classroom game?

Define clear learning objectives

100

Which is a common challenge if the game is too easy or too difficult?

Frustration, demotivation, or boredom

100

Which term describes the feeling of immersion and total concentration that players experience?

Flow

200

How can games foster soft skills development?

Collaborative and communication games.
Negotiation, active listening and expression.

200

What's the name of an activity where real-life situations or complex scenarios for decision-making are simulated?

Role-play

200

Why is it important to include a reward system when using games?

To keep motivation and engagement, and foster effort and progress

200

Which basic resource is indispensable for implementing digital games in the classroom?

Technology access (internet, computers, tablets, etc.) and proper infrastructure 

200

What is understood by the term "hidden curriculum" within the games context?

Learning paths not explicitly designed, such as social skills, frustration management, or resilience, among others

300

Pedagogical benefit of feedback and error learning

Immediate non-threatening feedback. 

Allows students to self-correct in a safe environment.

300

Which games are ideal for practicing vocabulary, historical facts, or even math equations in a repetitive and fun way?

Memory and trivia games

300

What must be assured to guarantee students' understanding of how to play and what is expected of them?

Clear rules and simple instructions

300

How may a possible excessive competitiveness among students be managed?

Fostering teamwork, emphasizing individual learning and progress, or using a non-exclusive reward system 

300

What does the "learning curve" in a game mean?

The time and effort that a player takes to understand the rules and dominate the game mechanics

400

How do games improve critical thinking and problem-solving?

Challenges, strategies, decision-making, and analysis aiming for creative solutions.

400

Name a game that fosters creativity, expression, and story/character-building

Narrative games, story creation, or role-playing

400

Why is it key for the teacher to observe the development of the game and not just to provide it to students?

For monitoring learning, identifying challenges or difficulties, offering support, and guiding later decisions and feedback.

400

How can a teacher address possible distractions or the inadequate use of electronic devices while playing?

Establishing clear rules for usage, monitoring activity, and designing games with specific objectives that require focus 

400

What is the main difference between "gamification" and "game-based learning"?

Gamification uses game elements or tasks, while game-based learning uses complete games as learning tools

500

How are games important for differentiation and mixed-ability learning paths?

Self-paced learning with multiple ways for success. Adaptation to different learning styles.

500

What's the term used to describe the use of existing video games (commercial or educational) within the curriculum?

Game-Based Learning

500

What activity is fundamental for consolidating what was learned and reflecting on the experience after playing?

A reflecting session, debate, or debriefing about what was learned and its correlation with the objectives

500

How can teachers justify the pedagogical value of games before parents/carers or school directives?

By explaining the learning objectives linked to the game, and showing evidence of skill improvement and students' engagement

500

Why is it important to consider the "narrative" or "story" within a pedagogical game?

Because it gives context, highlights immersion, emotional engagement, and eases the connection between the content and the player's experience 

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