Boring mathematics? Concepts that are difficult to explain? A lack of motivation in the classroom? Teacher training is moving towards new educational paths and methodologies that are suited to the educational skills of the 21st century. Gamification is one of these new approaches to learning.
What is gamification?
Gamification (or gamification) is a game-based learning technique. Its aim is to achieve better results among students through dynamics that involve them and motivate them to progress. The gamification tools seek a dynamic, personalised internalisation of concepts through which students become the protagonists of their own academic development.
Gaining lives, earning points or passing a level are some of the rewards that lead students to engage in their own learning through gamification. ICT in education is here to stay. In Spain, 45.4% of educational centres already have a virtual learning environment, according to INEE data from 2021. Here are 5 examples of gamification in the classroom that combine new technologies with educational innovation.
5 projects based on gamification:
1.Antura & The Letters
It is an app to teach Syrian refugee children to read Arabic. The idea was born with the aim of addressing the lack of schooling due to conflict and displacement. Through interactive video games, the tool uses a method for learning through challenges and missions, allowing students to advance autonomously according to their knowledge.
This educational project developed by Fundación Telefónica and the Pontificia Universidad Católica del Perú landed to learn mathematics in a fun way. The application allows students to advance levels through exercises and games in a very stimulating scenario: a magical world. With more than 500 exercises, students must solve challenges, win powers and duel against the most powerful magicians in this universe.
The second edition of #hack4edu, the hackathon dedicated to digital education organised by ProFuturo and UPSA, awarded a gamification project to combat illiteracy. The digital “Pasapalabra” of the Words4All team proposed an application based on the well-known TV game show to promote learning through games.
The previous edition of the hackathon, in 2020, also featured a gamification project. On this occasion, the winners opted for the combination of learning and games to encourage physical activity and avoid injuries caused by the excessive use of technology.
This initiative combines Artificial Intelligence, gamification and cognitive research to reduce social and educational gaps by promoting literacy. They are committed to reinforcing reading and writing, key to any child’s education, and thus fighting poverty.
If you want to discover more about new learning methodologies, educational innovation or have a transversal look at digital education, you can take a look at our #ObservatorioProFuturo.