Gamification Basics
Benefits & Challenges
In the classroom
100

What is gamification?

The use of game like elements (points, badges, rewards, challenges) in non-game settings to motivate participants and engagement.

100

One key benefit of gamification in classrooms is increased

What is engagement (or motivation)

100

This popular quiz app is one of the best-known classroom gamification tools

What is Kahoot!

200

True or False: Can gamification be used to help teachers in the classroom

True

200

A potential downside of gamification is over-reliance on what type of motivation

What is extrinsic motivation

200

Adding badges for completing assignments is an example of what

What is achievement recognition

300

This is a point-based system often used to track progress.

What are leaderboards or points

300

True or False: Gamification can help students build resilience by reframing mistakes as learning opportunities

True

300

True or False: Gamification can only be used in younger grades

False

400

What is the difference between gamification and game-based learning

Gamification uses elements of games in non-game tasks: game-based learning uses actual games for leaning

400

Students might stop caring about the learning if they only chase ____?

What are points/rewards

400

When students 'level up' instead of receiving grades, this system is used

What is experience points (XP)

500
The psychological effect of being motivated by rewards is called what?

What is extrinsic motivation

500

What's one way to balance intrinsic and extrinsic motivation in gamification?

Connect rewards to meaningful goals, focus on mastery not just points etc...

500

Give one way a teacher could gamify reading assignments

Leaderboards for reading assignments, XP for chapters read, badges for books read etc...