The Best Apps to Gamify Your Classroom!

Next Generation Teacher
3 Jun 202117:05

TLDRThis video script explores various edtech tools that gamify classroom learning, enhancing engagement through traditional and digital games. It discusses the concept of gamification, introduces tech tools for game-based learning, and highlights personalized learning platforms. The script also covers immersive educational games, digital breakout games, and strategies for gamifying entire classes, including role-playing and experience point systems. It concludes with resources for finding new educational games and tools.

Takeaways

  • ๐ŸŽฎ Gamifying learning involves incorporating game elements into traditional classroom activities, including behavior management and group work, to make them more engaging.
  • ๐Ÿ› ๏ธ Tech tools are essential for implementing game-based learning, offering a variety of options from trivia to immersive video game-like experiences.
  • ๐Ÿ‘ฉโ€๐Ÿซ The presenter suggests starting with traditional games and then exploring more personalized and immersive platforms for a year-long engagement.
  • ๐ŸŒ Online platforms like Slides Mania offer customizable game templates, simplifying the process of creating games for the classroom.
  • ๐ŸŽฅ Flocabulary uses engaging videos and music to facilitate vocabulary games, enhancing student participation and learning.
  • ๐Ÿ“š Quizlet and Typing Club are examples of free tools that offer educational games and progress tracking for subjects like vocabulary and typing skills.
  • ๐Ÿ”“ Breakout EDU provides both physical and digital kits for breakout room games, promoting problem-solving and team collaboration.
  • ๐Ÿ† Quizizz and Gimkit offer competitive game formats that can be used for review and assessment, with features like live quizzes and in-game economies.
  • ๐Ÿš€ Prodigy is an adaptive math game with a role-playing element, allowing students to practice math skills within a gaming environment.
  • ๐ŸŒŸ Classcraft is a tool for gamifying non-game classroom elements, using points, quests, and boss battles to motivate students.
  • ๐Ÿ“˜ Common Sense's EdTech Reviews is a valuable resource for discovering and evaluating new educational technology tools.

Q & A

  • What does it mean to gamify learning according to the transcript?

    -Gamifying learning involves incorporating game elements into educational activities, which can include playing games in class or turning day-to-day activities, group work, and behavior management systems into a game-like experience.

  • What are some ways to gamify learning beyond just playing traditional games in the classroom?

    -Beyond traditional games, gamification can involve turning class activities, group work, and behavior management systems into game-like experiences, creating a more engaging and interactive learning environment.

  • What is the purpose of using tech tools for gamified learning?

    -Tech tools are used to facilitate the playing of traditional games, provide game-based learning experiences, support personalized learning paths, and create immersive educational game environments.

  • How can digital breakout games be utilized in the classroom?

    -Digital breakout games can be used for team building and problem-solving activities, where students work together to solve puzzles and open locks, often tied to academic content.

  • What is the significance of personalized learning game-based platforms mentioned in the transcript?

    -Personalized learning game-based platforms allow students to work on their own pace, learning through a personalized path and engaging with games tailored to their interests and learning levels.

  • Can you provide an example of a game that emulates a video game experience for educational purposes?

    -An example is a game designed by the creators of Assassin's Creed, which immerses students in an educational experience about Ancient Egypt.

  • How do games like Prodigy and Typing Club support learning?

    -Prodigy is an adaptive math game that uses a role-playing environment to practice math skills, while Typing Club helps students improve their typing skills through lessons and fun typing games.

  • What is the role of Flocabulary in gamified learning?

    -Flocabulary uses engaging videos and vocabulary games to help students learn new words in a fun and interactive way.

  • How does Classcraft differ from other gamified learning tools mentioned in the transcript?

    -Classcraft is a gamification tool that allows educators to gamify non-game-based elements of the class, such as assigning experience points, creating quests, and conducting boss battles for formative assessments.

  • What is the benefit of using platforms like Common Sense for finding educational games?

    -Common Sense provides reviews and recommendations for various educational games, allowing educators to find engaging and subject-specific games that suit their classroom needs.

  • How can blended learning models integrate gamified learning activities?

    -Blended learning models can incorporate gamified activities for whole group participation or as part of station-based activities, enhancing student engagement in both remote and in-person settings.

Outlines

00:00

๐ŸŽฎ Introduction to Edtech Tools for Gamifying Learning

The script begins with an introduction to the concept of gamifying learning with edtech tools. It emphasizes that gamification is not just about playing games in class but also includes turning everyday classroom activities and behavior management systems into game-like experiences. The speaker outlines the agenda for the video, which includes discussing tech tools for traditional games, specific game-based learning programs, personalized learning platforms, immersive video game-like educational experiences, digital breakout games, and strategies for gamifying an entire class. The introduction also makes connections to blended learning models discussed in a previous video, suggesting that some games might be better suited for group settings or individual exploration.

05:03

๐Ÿ“š Exploring Various Edtech Games and Platforms

This paragraph delves into a variety of edtech games and platforms that can be used to enhance learning. It mentions Slides Mania for game templates, Flocabulary for vocabulary games with engaging videos, Quizlet for flashcard-based learning and competition, Typing Club to improve typing skills with interactive lessons, and Breakout EDU for both physical and digital breakout room games. The speaker also introduces digital tools like Quizizz and Gimkit, which offer multiple-choice and fill-in-the-blank style games with built-in game components, allowing for a more immersive and competitive learning experience.

10:07

๐ŸŒ Interactive and Adaptive Learning Games

The script continues with a focus on interactive and adaptive learning games like Blooket and ST Math, which offer continuous progress tracking and personalized learning paths. Blooket allows students to collect items and power-ups throughout the year, while ST Math provides a platform for students to practice math skills at their own level. Additionally, Prodigy is highlighted as an adaptive math game with a role-playing element, where students can choose avatars and engage in battles that practice mathematical skills. The paragraph also touches on the trend of educational video games designed by professionals from the gaming industry, such as a game about Ancient Egypt developed by the creators of Assassin's Creed.

15:13

๐Ÿ† Gamification Beyond Games: Classcraft and Common Sense Reviews

The final paragraph discusses tools that gamify non-game aspects of the classroom experience. Classcraft is introduced as a tool for gamifying the entire class, allowing students to earn experience points, use individual powers to support teammates, and participate in quests and boss battles. This tool transforms traditional classroom activities into a game-like environment. The script concludes with a mention of Common Sense's EdTech Reviews as a valuable resource for discovering and evaluating new edtech tools, including games for various subjects, which can be filtered based on criteria such as cost, device compatibility, and web-based access.

Mindmap

Keywords

๐Ÿ’กGamify

To 'gamify' refers to the process of incorporating game elements and mechanics into non-game contexts, such as education, to increase engagement and motivation. In the context of the video, gamifying learning means turning educational content into a game or incorporating game-like elements into classroom activities, behavior management, and even the structure of the class itself. An example from the script is the idea of turning day-to-day activities into a 'big game' for students.

๐Ÿ’กEdtech Tools

Edtech tools are educational technology resources that facilitate learning through the use of digital platforms and applications. The script discusses various edtech tools that can be used to gamify the classroom, such as Flocabulary, Quizlet, and Typing Club, which are designed to make learning more interactive and engaging through games and activities.

๐Ÿ’กPersonalized Learning

Personalized learning is an educational approach that tailors instruction to meet the unique needs, skills, and interests of each student. In the video, personalized learning platforms like Prodigy are mentioned, where students can follow their own learning paths and engage with content at their own pace through game-based experiences.

๐Ÿ’กAdaptive Learning Games

Adaptive learning games are educational games that adjust their difficulty level or content based on the learner's performance, ensuring that the material is always appropriately challenging. The script refers to Prodigy as an example of an adaptive math game that changes according to the skills the teacher wants students to practice.

๐Ÿ’กBreakout EDU

Breakout EDU is a platform that offers both physical and digital kits for creating 'breakout rooms,' a type of game-based learning experience where students solve puzzles and riddles to 'break out' of a virtual or physical room. The script mentions Breakout EDU as a tool for team building and academic content learning.

๐Ÿ’กQuizizz

Quizizz is an educational platform that allows teachers to create and administer quizzes, surveys, and polls in a game-like format, similar to Kahoot. The script describes how teachers can use Quizizz to make their own quizzes or assign existing ones to students, either live or as homework.

๐Ÿ’กGimkit

Gimkit is an educational game platform that combines multiple-choice and fill-in-the-blank questions with a game-like environment. The script explains that Gimkit allows for the creation of 'kits' of questions that students can answer in a live game setting, accruing points and using in-game strategies.

๐Ÿ’กBlooket

Blooket is a game-based learning platform where students can participate in continuous gameplay throughout the school year, collecting items and power-ups. The script mentions Blooket as a tool with various game types that allow students to build on their progress and engage with the material in a fun and interactive way.

๐Ÿ’กST Math

ST Math is a personalized learning platform that focuses on math education. Unlike traditional games, it offers a path for students to practice math skills at their own level, fostering conceptual understanding. The script describes ST Math as a platform where teachers can assign personal or class paths for students to follow.

๐Ÿ’กClasscraft

Classcraft is a gamification tool that allows teachers to incorporate game elements into various aspects of classroom management and instruction. The script explains that with Classcraft, teachers can assign experience points, create quests, and conduct Boss Battles, turning the classroom into an immersive game environment.

๐Ÿ’กCommon Sense Education

Common Sense Education is an organization that provides reviews and recommendations for educational technology tools. The script suggests using Common Sense Education to find and evaluate new edtech tools, including games for the classroom, ensuring they are engaging and appropriate for educational use.

Highlights

Introduction to edtech tools for gamifying learning in the classroom.

Definition of gamifying learning, including playing games and turning non-game activities into game-like experiences.

Discussion on using tech tools for traditional games and game-based learning.

Personalized learning game-based platforms for individual student progress.

Emulation of video game experiences in educational games, such as the Ancient Egypt game by Assassin's Creed creators.

Digital breakout games for classroom gamification.

Connection between gamification and blended learning models.

Use of Slides Mania templates for traditional game types in the classroom.

Flocabulary's vocabulary game and its engaging video content for students.

Quizlet as a tool for flashcard creation and game-based review.

Typing Club for improving students' typing skills with fun typing games.

Breakout EDU for physical and digital breakout room kits.

Quizizz as an alternative to Kahoot for creating and playing quizzes.

Gimkit's game-within-a-game component for multiple choice and fill-in-the-blank questions.

Blooket's continuous game experience with collectible items and power-ups.

ST Math as a personalized learning platform for math skills.

Prodigy as an adaptive math game with a role-playing game environment.

Classcraft as a gamification tool for non-game-based class elements.

Common Sense's EdTech Reviews for discovering new educational tools.