Posts Tagged ‘gamification’

A gamification system of points, which are then converted into grades, allows students to learn despite the restrictions of COVID.

How to Use Gamification in Science Education During the COVID Lockdown

CC-BY, Unsplash   Introduction In this article, I would like to share how I use gamification in chemistry classes. The method was especially useful in digital education during the COVID lockdowns. It allowed me to mark the students’ work. The essence of gamification is that students collect points, and...

We explain how to prepare the new generations to make the most of the digital world through a project that focuses on gamification.

Future in Digital Games

CC-BY, provided by author   Abstract With the rapidly developing and digitalising world, it has become necessary to carry out some innovation studies in the education system and to raise generations that produce, implement and present projects. The gaming cultures of the generations born in the digital world of...

Why VR and AR in the Classroom? How Do Students Help?

CC-BY, provided by author Why VR and AR in the classroom? How do students help? Virtual reality (VR) is a simulated 3D environment that allows students to explore and interact with a virtual environment in a way that approximates reality. Digital tools created with VR technologies, such as 3D...

Teaching English with the help of games and role-playing.

Teaching English with the Help of Games

CC-BY, Unsplash Teaching foreign languages in general education, particularly English, is one of the necessary components. Knowing foreign languages contributes to the general education of students, and develops their cognitive abilities, speech and thinking. To make language learning lessons interesting, I often use game methods, such as the method...

Can gamification improve students’ motivation and problem-solving skills?

Introduction Our schools are data sources that few systematically use to improve teaching practice. Disciplinary difficulties in working with students or poorer results in tests are some of the many challenges we face in our work every day. Nevertheless, there’s a strategy that can help us overcome difficulties and...

Beyond the game jams: Facing social challenges through a gameLab conception

Game jams and hackathons all over the world are a reality as a trend and the benefits are contrasted and supported by the public acceptance and research bodies. But, in the meantime, they are often considered as an end themselves instead of a powerful tool aiming broader objectives. This...

Gamification in High School Math classes

Abstract: Two cross-curricular eTwinning Problem Based Learning projects developed by 3 9th grade classes of a Humanities high school in Italy: in one project students learned how they can cooperate with foreign partners and then debate together about the topics they learned in the other project students learned Maths...

A multidisciplinary approach on time using Alice 3D

A. D’Ambrosio* IIS Cattaneo Mattei, Monselice (PD), pdis003009@istruzione.it Abstract: An inquiry-based learning project was developed using Alice 2, a free 3D programming environment. The aim of the project was to createa gamified telling of astoryabout time in science. Students inventeda 7-level game based on time: changes over time/evolution in...