ICT Skills for Teaching and Learning

Games and Gamification in Education

10h 0min

This session introduces students to gamification, covering game mechanics (points, levels, badges, leaderboards) and the differences between game-based and gamified learning. Students explore platforms like Kahoot, Quizizz, Blooket, and Wordwall, and learn to design subject-based mini-games that balance challenge and motivation for effective learning.


Use and integrate ICT in teaching and learning subjects across the curricula (2%)
Develop multimedia/interactive contents to facilitate teaching/learning (5%)
Develop resources and demonstrate delivery of lessons by incorporating ICT and different models of learning (3%)
Synchronous (2 hours)
Acquisition
1 Mini Lecture and Demonstration

Lecturer explains game mechanics and differences between game-based vs gamified learning with examples. 


20 min
Investigation
2 Platform Exploration

In groups, students explore Kahoot, Quizizz, Blooket, or Wordwall features and discuss classroom applications.


40 min
Production
3 Simple Game Based Activity

Students create a quick quiz or activity on one platform and share it with others in the forum for their feedback.


30 min
Production
4 Gamification Design Challenge

In groups, students create a mini learning activity using gamification elements such as points, badges, or levels. They arrange the steps to ensure progression and engagement, then share their activity for peer feedback and refine it based on suggestions.


30 min
Asynchronous (1 hour)
Production
1 Design Mini Game

Students outline a subject-based mini-game including objectives, mechanics, and rewards.


30 min
Discussion
2 Forum Discussion

Students share their activity in the discussion forum, receive feedback from peers, and make improvements based on the suggestions.

 
 

30 min
Self Study (7 hours)
Investigation
1 Gamified Learning Analysis Project

Students research 2 examples of educational games or gamified activities relevant to their subject. They analyse each example’s effectiveness, engagement, learning outcomes, and accessibility, comparing which are most successful and why. Students then present their findings in a report, infographic, or presentation and provide feedback on peers’ analyses.


7h 0min