The remote learning experience for students can be enhanced by implementing gamification tactics in online learning.
Tell us about your idea
Keeping students engaged in the online learning realm can be achieved through gamifying and incentivising learning activities and tasks, which ultimately increases students motivation and satisfaction. Examples of gamifying classroom learning include:
- Using digital apps and platforms to gamify the teaching and learning of knowledge --> teachers can use Kahoot (i.e. a game-based learning platform where users can generate multiple choice quizzes) or Class Dojo (i.e. a school communication platform that teacher, students and families use daily to build close-knit communities by sharing what is being learned in the classroom).
- Foster students motivation through rewards and recognition schemes --> teachers can display cumulative classroom leader boards to create friendly competition and intrinsically motivate students (i.e. students aren’t learning to receive a tangible reward, but rather are working to acquire new skills and knowledge – however, tangible rewards can also be implemented to further increase motivation).
- Create game-based online activities --> for example, teachers could create virtual boardgames and puzzles, or set character classes (i.e. every student adopts a persona/perspective and participates in an activity/discussion using that persona/perspective to communicate ideas – can use the program ClassCraft to implement this idea).
Tell us a little bit about yourself and what inspired you to share this idea.
Being a student myself, I felt it was important to share my ideas to boost online learning since I am currently experiencing the difficulties of staying engaged with online learning methods.