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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

🪜 Feedback and continuous improvement

🏅 Progress tracking

🏆 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 ⭐️

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 ⭐️

Mentor Training

The Classroom Jester ⭐️

Total Reset

Time Extension ⭐️

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. 3025–3034).
  • 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), 251–270. https://doi.org/10.15359/ree.26-1.13