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Transcript

x2

x2

x2

x3

Roll the dice

Finish

Start

Race

ANIMAL

RULES

  • Pueden jugar de 2 a 4 jugadores/as.
  • Cada jugador/a debe elegir una ficha y lanzar el dado (sólo hay que pinchar sobre el dado digital y esperar a que se detenga).
  • El jugador/a que obtenga el número más alto será el que comience la partida.
  • Para jugar cada participante debe lanzar el dado y mover su ficha hasta la casilla que corresponda.
  • Algunas de las casillas del tablero tienen un significado especial.
  • Si el jugador/a cae en una casilla SORPRESA gana el derecho avanzar hasta la siguiente casilla SORPRESA, y además puede repetir el tiro.
  • Si cae en una casilla X2 o X3 debe multiplicar el número que le haya salido en el dado por la cifra que corresponda y avanzar ese número de casillas.
  • Si cae en la casilla PELIGRO el jugador/a no podrá volver a tirar el dado hasta que otro jugador/a pase por esa casilla.
  • Ganará quien llegue en primer lugar a la meta.
  • ¡IMPORTANTE! Estas instrucciones son orientativas. Siéntete libre de editar el juego a tu manera y asignar “premios” o “castigos“ a las diferentes casillas según tus preferencias.

I found it interesting that 95% of teachers saw that the programn was helping students and that students using the video game program were scoring 5.5 points higher than students who were not. I think it would be important to encorporate into classrooms in order to keep students attention and help them to be the most successful version of themselves.

I was surprised by the numbers such as there 1.8 million gamers worldwide. I would definitely be open to utilizing video games in the classroom however, I think it should be used in moderation.

The application of gamification in my classroom would be the creation of an interesting storyline with new levels that the students would unlock, badges for different achievements, leaderboards to keep the competition friendly, allowance to try once more when one makes mistakes, and allowance to grow through learning.

The most interesting point taken from the TedTalk is how gamification boosts student motivation by rewarding effort and not just grades. It truly made me realize that in my future classroom, making it game-like will help students stay engaged in the lesson and view it in a more positive light.

Gamification means framing challenges and rewards in lessons, making learning fun and engaging. It serves to motivate students, making them participatory and enthusiastic, and it also keeps learners excited about learning continuously.

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