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Scott Hebert is a teacher in Fort Saskatchewan, Canada. In this talk he addresses why the modern education system is experiencing an engagement crisis, and how we can solve it through a new approach in teaching. #GameMyClass Scott Hebert is a local middle school teacher, author, former TEDx speaker and educational innovator from Fort Saskatchewan where he teaches at Our Lady of the Angels Catholic School. He has been on a crusade since beginning his career in 2009 to rid the stereotypes and archaic expectations of school. In 2013, he was awarded the Alberta Excellence in Teaching Award for his efforts in elementary physical education. He then moved into middle school sciences. After a year of planning, in 2015, Scott unveiled his latest effort to connect students to their education using the upcoming teaching methodology of gamification. Subsequently, his program was named the Best Gamified Project in Education globally in 2015 by the World Gamification Congress. His class has gained local, provincial, and international attention for its unique approach to answering the engagement crisis many of today's student face. Scott's speaking style uses humour, honesty and personal experience to connect with his audience. This talk was given at a TEDx event using the TED conference format but independently organized by a local community. Learn more at https://www.ted.com/tedx
In this rapidly evolving world of education, educators are incorporating innovative methods and approaches for the effective learning of students.
Nowadays, gamification is one of those approaches, using game elements educators are transferring the learning experience of the students.
By including game mechanisms in educational practices, gamification has the potential to increase motivation, participation, and knowledge retention.
The power of Gamification
Games have this innate capacity to attract young people, the attraction becomes a desire to achieve. By integrating challenges and rewards in educational activities educators can create an effective learning environment for students.
Research studies have shown that gamified learning experiences affect high engagement, and increase motivation and participation which directly increase retention of knowledge.
Key elements of Gamification
1: Points 4:Levels
2: Competition 5: Collaboration
3: Badges 6: Rewards
Real-World Applications of Games
We have discussed earlier in the article that educational institutions are using these gamified strategies to improve the learning outcomes of students. Platforms and apps like Kahoot! and Duolingo are successfully using these approaches to teach different subjects including languages, physics, math, etc.
Case studies show that students are not only motivated to learn but also improve academic performance as a result of a gamified learning approach.
Benefits of Gamified Learning
Gamification has many benefits for both educators and students for learning purposes.
1: Increase motivation and participation.
2: Enhance Problem-solving skills.
3: Personalized and Effective learning for students.
4: Data-driven insights for teachers.
Creating Effective Gamified Lessons
Identify the need for learning and then design impactful and effective gamified lessons accordingly.
1: Clear learning objective for students.
2: Provide Flexibility and Adaptability for students.
3: Develop feedback Mechanism for students’ improvement.
Gamification is not just a trend but a powerful tool to reshape education. With an understanding of the psychology of games and incorporating key elements such as points, levels, competition, etc
Educators have the potential to create a motivated, enthusiastic, engaging, and effective learning environment for students to make learning exciting and enjoyable.
Written By: Ayesha Sami
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