
Gamifying the Classroom with Online Platforms Prepared by Johansen Quijano, PhD. for Connections Week Fall 2017 Tarrant County College Trinity River Campus
WHAT ARE WE DOING TODAY? • Discuss the benefits of gamifying classroom activities. • Look at ludic platforms (Kahoot, Socrative, Quizlet). • Play games. • Create gamified reviews.
WHAT IS GAMIFICATION? • Gamification – The application of typical elements of game playing, such as scoring, competitions, and rules of play, to other areas of activity (Jane McGonigal, 2011).
WHY GAMIFY? • Aids cognitive development. • Boosts enthusiasm. • Simplifies engagement. • Reduces tedious tasks. • Allows students to track their progress. • Gives students autonomy. • Offers instant feedback. • Can be applied to most learning needs.
LET’S LOOK AT THREE PLATFORMS • Kahoot – Great for fostering competition through classroom reviews. Most of the action happens on the teacher’s screen. • Quizlet – Flash-cards generator. Great for self-paced reviews. • Socrative – Similar to Kahoot, with added data tools. Most of the action happens on the students’ screens.
WHAT ARE THESE PLATFORMS GOOD FOR? • Sparks interest at the beginning of a topic. • Can be used as formative assessment. • Allows students a break from more formal classroom lessons. • Fosters engagement. • Students can engage in hands-on learning by making their own quizzes for their peers.
HOW TO GET IT • INSTRUCTORS: • https://create.kahoot.it/ • STUDENTS: • https://kahoot.it/
QUIZLET SAMPLES • The TCCD Sample Quizlet • https://quizlet.com/_3mdraq • American Beef Cuts • https://quizlet.com/_3l9irq • Science • https://quizlet.com/_1daxlj • American Literature • https://quizlet.com/_2hzf73
SOCRATIVE • Students need an app • It’s free on Google Play and the iTunes store
TO IMPORT QUIZZES, USE THE SOCRATIVE SHARED QUIZZES FORM • https://docs.google.com/spreadsheets/d/1dtoP6ivVNJtqTw0d6OSKLEq5WlZZ7ak9onjU1kph0Co/edit#gid=20451944 • http://bit.ly/1wAQkf1