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Gamification

Baylor Crump

Created on November 7, 2025

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Transcript

Buy a houseCost: Answer the Question

Buy a house Cost: Answer the Question

Buy a houseCost: Answer the Question

Buy a houseCost: Answer the Question

Skip next turn

Roll Again

Give away one property

Go back three spaces

Roll again

Gamification

Buy a houseCost: Answer the Question

Buy a houseCost: Answer the Question

10

DICE

Swap Properties with another player

Tokens and houses

Skip next turn

go

Buy a houseCost: Answer the Question

Buy a houseCost: Answer the Question

Buy a house Cost: Answer the Question

Buy a houseCost: Answer the Question

Go back one space

Roll again

Skip next turn

In my future special education middle-level classroom, I see gamification as a way to make learning exciting, accessible, and confidence-building. I would use a Monopoly-style classroom game board in Genially, where each space represents a different skill or challenge. Students could earn badges, points, or class currency by completing tasks, demonstrating teamwork, or showing growth. I’d include elements like mystery challenges, team quests, and opportunities to “level up” at each student’s own pace. For my students, who may need extra support or motivation, gamification helps transform learning from “work” into a fun, social, and rewarding experience.

Thinking about the principles of gamification (for example: mystery, competition, learning by failing, badges, etc), how do you see yourself gamifying your future classroom?

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Title

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Educators should consider gamification because it taps into natural motivation. Games make failure safe — when students make mistakes, they just “try again.” This builds resilience, especially important for students who often face academic frustration. Gamification also promotes choice, movement, collaboration, and immediate feedback, which are key principles in special education. It’s not about competition between students; it’s about helping each student beat their own previous score and celebrate personal growth.

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Why is gamification something you believe educators should (or should not) consider implementing in their classrooms?

Title

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The most memorable idea was how gamification can increase engagement by connecting learning to real-life goals. It reminded me that gamification doesn’t always require technology — it can be as simple as using challenges, badges, or a class leaderboard. In my classroom, I’d apply this by designing lessons as “missions” that give purpose to learning tasks, making students feel like active participants rather than passive learners.

What was the most surprising/most interesting/most memorable piece of information you learned from the "What is Gamification in Education? 6 Ways to Gamify Your Classroom"? How does this impact your thoughts towards your future classroom?

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Title

Go Back To Game

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The most interesting concept was learning by failing — how games encourage students to experiment and fail without shame. This deeply impacts how I view grading and feedback. In my future classroom, mistakes will be treated as progress checkpoints, not penalties. I’ll allow retakes, retries, and “second chances,” just like a game would.

What was the most surprising/most interesting/most memorable piece of information you learned from the "Gamification and Education: the Core Principles"? How does this impact your thoughts towards your future classroom?

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I was surprised by how gamification improves social-emotional learning — teamwork, perseverance, and empathy. For my students, many of whom work on social and behavioral goals, gamified group activities could help them practice communication, patience, and problem-solving in fun, low-pressure settings.

What was the most surprising/most interesting/most memorable piece of information you learned from the "Gamification in Education: Benefits, Best Practices & Practical Examples"? How does this impact your thoughts towards your future classroom?

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The most memorable piece was discovering how digital tools like Genially, ClassDojo, and Kahoot can make gamification easy to implement. This impacts me because I now see how to combine technology with accessibility features — large visuals, audio prompts, and flexible pacing — to ensure all learners can participate successfully.

What was the most surprising/most interesting/most memorable piece of information you learned from the "Best Gamification Tools for Teachers"? How does this impact your thoughts towards your future classroom?

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What stood out most was how video games can build critical thinking and narrative skills. Students don’t just play — they analyze storylines, choices, and consequences. In my class, I’d use storytelling games or digital role-play to help students connect emotionally with characters, especially those who struggle with reading comprehension.

What was the most surprising/most interesting/most memorable piece of information you learned from the "Integrating Video Games in Literature Lessons"? How does this impact your thoughts towards your future classroom?

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The most inspiring part was hearing how gamification can ignite intrinsic motivation — students learn because they want to, not because they have to. This encourages me to design lessons that reward curiosity, creativity, and effort, helping my students find pride in their progress.

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?

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Title

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The most memorable takeaway was that games support different learning styles — visual, auditory, and kinesthetic. That’s essential for special education. I plan to incorporate interactive visuals, sound effects, and movement-based challenges to engage all learners and reduce frustration.

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?

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The most interesting fact was how gamified classrooms show higher participation and retention rates. It confirmed that gamification isn’t just fun — it’s effective. I’ll use it to create a learning environment where every student feels capable, motivated, and part of a team.

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?

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Title

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Each player must choose a color: blue, green, yellow, or pink. This gives them a token to mark their position and 10 houses to indicate the properties they acquire throughout the game. Each player must take their colored token and place it on the starting space. To start playing, click on the dice and move your token to the corresponding space. On each space, there must be one or more questions. If you answer correctly, place one of your houses on that space. Congratulations, you have acquired a new property! Special spaces: spaces with icons may contain penalties such as "The player pays light taxes: loses 2 houses". Answer the question correctly to avoid the penalty! The player who has the most houses on the board once all spaces are occupied will win.