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TASK 5:

GAMIFICATION LESSON PLAN

As we all know by now, Gamification can be defined as “the use of game design elements in non-game contexts’’(Deterding et al., 2011, p.9), and it aims at encouraging students and boosting their motivation. In order to accomplish its goal, some game mechanics, which were not present before, are added to these dynamics, such as points, levels, challenges, avatars, leaderboards, narrative, altruism, self-expression. In addition, thanks to Gamification, a healthy competition is created, through which students may improve their performance. Also, thanks to these video-game-like dynamics, students will feel the freedom to fail and will be less afraid to make mistakes.

 

Unfortunately, I will not get into this subject in detail today, however, I invite you to investigate it for yourself. And, without further due, here is the gamification lesson plan that my group and I have designed, inspired by the recent Netflix series: Squid Game. 

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. E. (2011). From game design elements to gamefulness: defining "gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9-15. https://doi.org/10.1145/2181037.2181040

[Untitled illustration of Squid Game's characters]. Pixabay. https://pixabay.com/vectors/squid-game-tv-show-character-cutout-6764431/

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