Gamification

In education, the reasons for drop-outs or low performance include boredom or lack of engagement, a pattern of escalating absenteeism where each absence makes the person less willing to return to school, and most importantly, being distracted by technology such as smartphones and the Internet.

In today’s digital generation gamification has become a popular tactic to encourage specific behaviours, and increase motivation and engagement. Though commonly found in marketing strategies, it is now being implemented in many educational programs as well, helping educators find the balance between achieving their objectives and catering to evolving student needs.

Gamification of education is a strategy for increasing engagement by incorporating game elements into an educational environment.

In education, the reasons for drop-outs or low performance include boredom or lack of engagement, a pattern of escalating absenteeism where each absence makes the person less willing to return to school, and most importantly, being distracted by technology such as smartphones and the Internet.

In today’s digital generation gamification has become a popular tactic to encourage specific behaviours, and increase motivation and engagement. Though commonly found in marketing strategies, it is now being implemented in many educational programs as well, helping educators find the balance between achieving their objectives and catering to evolving student needs.

Gamification of education is a strategy for increasing engagement by incorporating game elements into an educational environment.

  • Understanding of the concept and strategies for implementation of game-based learning and gamification,
  • to generate levels of involvement equal to what games can usually produce,
  • to enhance certain abilities,
  • introduce objectives that give learning a purpose,
  • to engage students and optimize,
  • to make you discover whether distinct components of gamification affect students’ learning, their programming attitudes and engagement depending on their personality traits (extroversion, openness, agreeableness, neuroticism, and conscientiousness) ,
  • To teach you the mechanisms of gamification, why it has such tremendous potential, and how to use it effectively,
  • To Improve English fluency (official language of the course).
  • To Strengthen the European collaboration

1st DAY

 

  • Starting with Ice Breaker Activities
  • What is Gamification?
  • Game and its History
  • Why Gamify?
  • Think like a game designer

 

2nd DAY

 

  • Explore the player journey
  • Use the targets in the game flow
  • Ready-made gamification programs and processes

 

3rd DAY

 

  • Design Rules in a game
  • Simple game designs such as game mechanics, game communication, rewarding, levels, points, badges,
  • Tapping the Emotions

 

4th DAY

 

  • Anatomy of Fun
  • Finding the Fun
  • Game Types
  • Game Design and Game Thinking

 

5th DAY

 

  • What gamification is and isn't
  • How gamification will transform your educatıon methods

 

6th DAY

 

  • Online tools for collaboration in educational game-based projects, eTwinning, Erasmus +
  • Educational practices and strategies of game-based learning

 

7th DAY

 

  • Creating games,Presentation of outcomes, discussion, evaluation
  • Certificate Ceremony