4. WHAT TO DO
Allow experimentation
Include rapid feedback cycles
Adapt tasks to skill levels
Increase tasks difficulties
Break complex tasks into shorter and simple sub-
tasks
Allow different routes to success
Allow the recognition and reward by teachers,
parents and other students
Domínguez, Adrián, et al. "Gamifying learning experiences: Practical implications and outcomes."
Computers & Education 63 (2013): 380-392.
8. DIFFERENT ROUTES TO SUCCESS
Can write exams
Can write papers
Can do oral exams
Presentations…
Students can select how they
want to participate.
Make sure you everybody has to cover minimal
requirements!
9. GROUP WORK – COMPETITION IN GROUPS
AND BETWEEN GROUPS
Difficult!
Some students don’t take group work serious BUT
Creating competition within the group can break the
group dynamics
11. BE CAREFUL!
Once you give rewards (external
motivation) it’s very difficult to motivate
students again if the reward is taken
away!
Be transparent!
Students will try to break the rules of
the game!
Apply Gamification to the Content, not
Content to Gamification
12. AND RESEARCH SAYS
Students will likely do better in applying knowledge
But will likely have less theoretical knowledge
There is only little emperical (peer reviewed)
research on Gamification in educational context.
Landers, Richard N., and Rachel C.
Callan. "Casual social games as serious
games: The psychology of gamification in
undergraduate education and employee
training." Serious Games and
Edutainment Applications. Springer
London, 2011. 399-423.