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Board Game Fun!
Glen McSparran
Created on November 17, 2024
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Transcript
Gamification Board Game
Rules
+info
FINISH
START
CHN
Name
BRA
Name
CAN
Name
USA
Name
PLAYERS
“Faster, Higher, Stronger – Together”
What was the most surprising/most interesting/most memorable piece of information you learned from the "Gaming in the Classroom Infographic"? How does this impact your thoughts towards your future classroom?
I never realized just how much is absorbed by kids through doing games. It really shows how that as long as they are handled effectively and with care, you really can use anything to get the kids to absorb information, even if they don't always realize it.
Thinking about the principles of gamification, (for example: mystery, competition, learning by failing, badges, etc) how do you see yourself gamifying your future classroom?
In general, I plan on using gamification to enhance learning whenever I can. While kids think that they might not enjoy learning, they do typically enjoy playing games, and I can utilize this mindset to make learning more fun for them.
The game can be played by 2 to 4 players. The player who goes first is decided by rock-paper-scissors When it's your turn, you roll a die to see how far you go When you pass a space with a number on it, you must answer the question to continue on if you don't answer the question correctly, you can just try again next turn The first one to the goal at the end wins
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Why is gamification something you believe educators should consider implementing into their classrooms?
We've run into a rut with education, where children go into school excited to learn and come out hating it. The way kids are able to learn have evolved so much over time, so it's high time we also adapt and help our kids to be able to learn the best way possible!
What was the most surprising/most interesting/most memorable piece of information you learned from the "Infographic: How Games Can Help Children Learn"? How does this impact your thoughts towards your future classroom?
I never realized just how many kids played games. I knew it was quite a bit, but the numbers definetely surprised me. But it does make me think that it only gives more of a reason to use that to benefit education.
What was the most surprising/most interesting/most memorable piece of information you learned from the "TedTalk: The Power of Gamification in Education"? How does this impact your thoughts towards your future classroom?
What stood out to me was how much of a point the kids had. It's pretty easy to write kids off, as we're more experienced than them in life, but they are smarter than we give them credit for. When they feel like their opinions are valued and they themselves are why we are there, it can result in some pretty amazing things.