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PBL
Sue Pierson
Created on October 24, 2025
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Transcript
PBL
Points, medals, and leaderboard
It is a proposal close to educational gamification that uses three basic elements of game design: points earned through achievements and participation, medals that recognize skills or specific goals, and a leaderboard that shows students' comparative progress. This methodology transforms the learning process into a more dynamic and motivating experience.
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ADVANTAGES
Points, medals, and leaderboard
đŞ Feedback and continuous improvement
đ Progress tracking
đ Motivation and engagement
PBL increases students' intrinsic motivation and generates greater engagement with academic content by actively involving them in their own learning process.
PBL allows teachers to track progress in more detail, both individually and in groups, facilitating timely and effective pedagogical interventions.
PBL provides immediate feedback on performance, fostering a healthy competitive environment focused on continuous improvement.
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Elements
Points, medals, and leaderboard
EXAMPLE
Points, medals, and leaderboard
Application context
Before designing a context with PBL, you must have the following path clear:
A PBL context is designed with playful narrative and brief challenges aligned with the goal, incorporating points, medals, and leaderboards to encourage participation and engagement in developing algebraic thinking.
Solve one-step equations involving addition and subtraction and a geometric symbol representing an unknown number, in pictorial and symbolic form from 0 to 100.
Students will solve one-step equations with addition and subtraction from 0 to 100, using geometric symbols to represent unknown numbers, strengthening understanding of balance in an equality and initial algebraic thinking.
The mysteries
of the kingdom of Numeria
Numeria is a magical city where buildings are made of living numbers and dice float in the air like guardians of knowledge. In its enchanted towers, each digit holds a secret to discover, and doors only open by solving magical math riddles. In the center rises the Tower of One, where young apprentices train to master the unknown symbol and restore the kingdom's balance.
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The mysteries
of the kingdom of Numeria
You and your fellow apprentices of the Numeric Council have been summoned to the Castle of the Hundred Numbers. Your mission: restore the balance by solving the Equations of Destiny, facing challenges of addition and subtraction, and using sacred materials such as cubes, cards, drawings, and learning gems.
Each problem solved strengthens the Crystal of Knowledge, and by unlocking sacred medals, you can recover the lost symbols that keep the Magic of Algebraic Thinking alive.
The mysteries
of the kingdom of Numeria
But beware, time is limited. In just two moons (two weeks), you must master the secrets of the hidden number and restore harmony to Numeria⌠before everything reduces to zero!
To correctly represent a quantity from 0 to 100 using concrete, pictorial, or symbolic material.
To recognize the value of the unknown number in an addition or subtraction equation.
To clearly explain to peers what an unknown represents.
To balance a simple equation using inverse operation logic.
To transform a visual situation into an accurate symbolic equation.
+2
+3
+2
+4
+2
Exact Value Archer
Runes Translator
Balance Guard
Secret Symbol Bearer
Calculation Knight
Badges
catalog
To propose a different way to solve an equation and share it with the group.
To demonstrate improvement after a previous mistake, enhancing performance in a new challenge.
To complete all weekly activities on time and properly.
To successfully solve a contextualized problem with unknown numbers.
For winning a group activity with active and fair participation.
+3
+3
+3
+6
+5
Golden Tower Sage
Daily Problem Wizard
Dice Tournament Champion
Real Sum
Strategy Summoner
Choose which group to work with, ignoring the teacher's official formation.
Add a song to the classroom playlist (Spotify or similar).
Use your notes during a graded evaluation.
View another group's work for 1 minute (not valid for evaluations).
Get 5 extra minutes in an evaluation or timed activity.
-4
-8
-15
-20
-15
The Sorcerer's Clock
My Brotherhood
The Curious Seer âď¸
Numbering Librarian
Melody of the Kingdom
Exchange
catalog
The teacher must dress up for a class (with a sense of humor!). Up to 6 students can merge points.
You and your group get an extra day to submit a task or challenge.
The teacher joins your group for 3 minutes to support an activity.
Personalized session of 20 minutes with the teacher (in person or online).
Resets all teammates' points to zero... except your own.
-40
-30
-60
-350
-300
Knowledge Infiltrator âď¸
Mentor Training
The Classroom Jester âď¸
Total Reset
Time Extension âď¸
Throne of
Knowledge of Numeria
Files of
Ancient Knowledge
- Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences (pp. 3025â3034).
- IEEE. - Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education.
- Wiley. - Kim, B., Song, J., & Lockee, B. (2021). Gamification in learning and education: Enjoy learning like gaming. Springer.
- Landers, R. N., Bauer, K. N., & Callan, R. C. (2022). Gamification in learning and development: Practical applications and theoretical insights. Cambridge University Press.
- Prieto-Andreu, J. M., GĂłmez-Escalonilla-Torrijos, J. D., & Said-Hung, E. (2022). Gamification, motivation, and performance in education: A systematic review. Revista ElectrĂłnica Educare, 26(1), 251â270. https://doi.org/10.15359/ree.26-1.13