THE CENTER FOR TEACHING, LEARNING, AND ASSESSMENT @CGCC
  • Instructional Design
    • Course Planning & Design (IDR)
    • Backward Design
    • ID Fellows
  • Instructional Technology
    • Canvas
    • Cisco Webex
    • Concourse Syllabus Training
    • Google@CGCC
    • Grading in Canvas
    • Migrating Instruction Into Canvas
    • Resources
    • Respondus
    • TurnItIn
  • Teaching & Learning
    • Regular & Substantive Interaction
    • Be an Effective Teacher
    • Base Camp
    • Gear Up
    • Hybrid Summit
    • Accessibility Peak
    • Teaching & Learning Blog
    • Workshops
  • Assessment
    • Assessment Resources: Templates and Tools
    • Assessment Overview
    • Assessment Process
    • General Education Student Learning Outcomes
    • Canvas Assessment Guides
  • About Us

Teaching & Learning Blog

Embracing Gamified Pedagogy: Revolutionizing Project-Based, Active Learning

11/5/2024

0 Comments

 
In the ever-evolving landscape of education, innovative teaching methods are crucial to engage and inspire students. One such approach gaining traction is gamified pedagogy. This method integrates game elements into the learning environment, transforming traditional classrooms into dynamic, interactive spaces. As a practitioner of a games-based learning approach, I have successfully used games and gamified curricula in all of my courses since 2002.

By Dr. Keziah Tinkle-Williams
Picture
What is Gamified Pedagogy?
Gamified pedagogy involves incorporating game mechanics—such as points, badges, leaderboards, and challenges—into educational activities. The goal is to motivate students, foster collaboration, and make learning more enjoyable. By turning lessons into games, educators can create a sense of excitement and competition, encouraging students to engage more deeply with the material. I have found a team-based approach, rather than the traditional individualized approach to gamification, revolutionary in establishing a highly-engaged classroom community.
Benefits of Gamified Pedagogy in Project-Based Learning
I use a project-based approach in my course that is enhanced by gamifying assignments and assessments. Benefits to this combined approach include:
  • Increased Engagement: Gamification captures students’ attention and keeps them motivated. The competitive elements and rewards system can make even the most challenging subjects more appealing.
  • Enhanced Collaboration: Many gamified activities require teamwork, promoting collaboration among students. This mirrors real-world scenarios where working together is essential for success.
  • Immediate Feedback: Games provide instant feedback, helping students understand their progress and areas for improvement. This immediate response can be more effective than traditional grading systems.
  • Skill Development: Gamified learning helps students develop critical thinking, problem-solving, and decision-making skills. These are essential competencies for both academic and professional success.

Implementing Gamified Pedagogy
There are a variety of ways to integrate a gamified pedagogy into a project-based, active learning curriculum. Here’s how:
  • Interactive Projects: Students work on projects that simulate real-world challenges. For example, in a business class, students might run a virtual company, making decisions that affect their success.
  • Digital Platforms: We use educational platforms that incorporate game elements. These platforms offer quizzes, interactive lessons, and virtual rewards to keep students engaged. For example, I use a combination of digital platform quizzes, such as Kahoot! or Jeopardy to assess reading comprehension.
  • Leaderboards and Badges: We introduce leaderboards and badges to foster a healthy competitive spirit. Students earn points for completing tasks, participating in discussions, and achieving milestones. I have found that I do not use badges frequently, but the team leaderboard is an effective motivational tool. Check out this resource about improving engagement with team and personal goals using leaderboards.
  • Collaborative Challenges: Group projects are designed as collaborative challenges where students must work together to solve problems. This not only enhances learning but also builds teamwork and communication skills.

Success Stories
​
Based on my doctoral research, A descriptive phenomenological study of group dynamics in team-based gamified courses, I identified a list of descriptive titles that describe the general psychological phenomenological experience of students in team-based gamified courses:
  1. Initial Sense of Apprehension and Uncertainty
  2. Felt Motivating Intrigue with Unconventional Class Format
  3. Felt a Sense of Engagement and Presence
  4. Sense of Belongingness
  5. Sense of Liberation
  6. Sense of Playful Learning
  7. Experienced Motivating Excitement about Assignments
  8. Felt a Sense of Accomplishment
  9. Destigmatization of Failure
  10. Improvement in Knowledge Acquisition and Recall
  11. Interacted and Engaged with Teammates Outside of Class
The group dynamics in a team-based learning environment were hallmarked by a collective experience in which the students co-created a playful learning space and classroom community through highly-interactive and intersubjective relationships. Students described co-creating meaningful experiences with other students in their teams beyond information processing. Through empathetic experiences with one another, the community-college students became part of a “we” and described navigating gamified courses together as one, intersubjective entity. ​
Four students with laptops
Looking Ahead
In the 21st century, a new type of learner has entered the realm of higher education. These students are considered to be digitally native and are accustomed to individualized accommodations from social institutions. Although gamification is not a new concept, its use as a pedagogical approach in education is largely in response to changes that have occurred in the student population due to technology. To meet the different skill demands of a new industrial economy, contemporary, digitally-native students require 21st-century skills to enter the contemporary workforce. Essential 21st-century learning skills have been identified as the four Cs: critical thinking, communication, collaboration, and creativity. Two of these skills, communication and collaboration are amplified in a gamified pedagogical approach.
Picture
Tech Tuesday Contributor
Picture
​Dr. Keziah Tinkle-Williams, an award-winning instructor, creative technologist, and researcher, has taught English Composition, Humanities, and African American Studies at CGCC since 2011. We appreciate Keziah for sharing her expertise and practical applications in gamified pedagogy. Her exploration of concepts like the "sense of belongingness" and the "de-stigmatization of failure" highlights the social and emotional benefits of gamified learning, often extending beyond academic outcomes. These insights underscore the transformative power of this approach, making the learning experience both memorable and meaningful for students.

0 Comments

Your comment will be posted after it is approved.


Leave a Reply.

    Picture

    Categories

    All
    Accessibility
    Asynchronous (Fully Online) Courses
    Audio
    Canvas
    ChatGPT
    Cisco Webex
    Communicating With Students
    Faculty Development
    Free
    Google
    Graphic/Course Design
    Hybrid Teaching
    Hyflex
    Instructional Technology
    Interactive Tools
    Live Online... Live
    Multiple Attendance Options
    OER
    Policies
    Professional Development
    Teaching Tips
    Tech Tuesday
    Video

    Author

    Awesome people who want to help you do awesome stuff in the classroom! Join the conversation here or in our Facebook Group: CGCC Center for Teaching, Learning, and Assessment 

    Archives

    February 2025
    November 2024
    October 2024
    September 2024
    March 2024
    February 2024
    January 2024
    October 2023
    September 2023
    August 2023
    May 2023
    April 2023
    March 2023
    February 2023
    January 2023
    December 2022
    November 2022
    October 2022
    September 2022
    August 2022
    May 2022
    April 2022
    March 2022
    February 2022
    January 2022
    December 2021
    November 2021
    October 2021
    September 2021
    August 2021
    July 2021
    May 2021
    April 2021
    March 2021
    February 2021
    January 2021
    December 2020
    November 2020
    October 2020
    September 2020
    August 2020
    May 2020
    April 2020
    March 2020
    February 2020
    January 2020

    RSS Feed

THE CENTER FOR TEACHING, LEARNING, AND ASSESSMENT
Chandler-Gilbert Community College


Topics

Adjunct Faculty
Canvas
Help & How to Guides
Staff Resources
Workshops
Assessment

Support Hours

Monday - Thursday
9am - 5pm

Friday 
9am - 4pm

Contact Us

Phone: 480-726-4245
Email: [email protected]
Pecos Campus: MSQ150
SUBMIT A REQUEST FOR ASSISTANCE
REQUEST FOR COMBINING CANVAS COURSES

After Hours Assistance

Maricopa IT After Hours Chat 
Support Line: 1.888.994.4433
Submit a ticket to [email protected]

Picture
© Chandler-Gilbert Community College, 2024.
  • Instructional Design
    • Course Planning & Design (IDR)
    • Backward Design
    • ID Fellows
  • Instructional Technology
    • Canvas
    • Cisco Webex
    • Concourse Syllabus Training
    • Google@CGCC
    • Grading in Canvas
    • Migrating Instruction Into Canvas
    • Resources
    • Respondus
    • TurnItIn
  • Teaching & Learning
    • Regular & Substantive Interaction
    • Be an Effective Teacher
    • Base Camp
    • Gear Up
    • Hybrid Summit
    • Accessibility Peak
    • Teaching & Learning Blog
    • Workshops
  • Assessment
    • Assessment Resources: Templates and Tools
    • Assessment Overview
    • Assessment Process
    • General Education Student Learning Outcomes
    • Canvas Assessment Guides
  • About Us