John Little’s Updates

Update 4: Gamifying the Classroom Through Technology

Something schools have tried to do the past decade is “gamifying” lessons, or “ transforming the classroom environment and regular activities into a game” gamified lessons can encourage”creativity, collaboration and play” (ISTE). Gamifying classes have had a positive influence on student success, and teachers recommend the gamification method (PER). Gamifying lessons has also shown to increase student interest, and has ensured “ active

participation of the students, especially while covering abstract subjects” (PER). However, despite educators best intentions, it has also been found difficult for educators to find ways to effectively transition traditional lessons into something more gamified (WSSU). Using newer technology can provide opportunities for educators to achieve this.

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There are a variety of websites that can be used in order to gamify lessons, including ICivics, Kahoot, and Gimkit. ICivics is a website that was founded by former Supreme Court Justice Sandra Day O’Connor. The website “champions equitable, non partisan civic education”. Along with more traditional lessons the website offers, there are a variety of civics based games for students to play. These games give students simulated experience running for president through the electoral college, learning the amendments as a lawyer, balancing the three branches of US government to create laws, among others. Surveys have demonstrated that Icivcs work; 95% of civics teachers asked noted that students are demonstrably more engaged, interested in politics and current events, and knowledgeable on how government works (ICivics). ALong with the games, there are accompanying pre and post assessments to ensure students achieve the learning targets for a particular lesson.

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The other two websites are quiz based games, Kahoot and Gimkit. On both platforms, students answer a set of multiple choice questions. The divergence happens in how the games play out. In a Kahoot, the player who answers the most correct questions in a time efficient manner will get the most points. Kahoot is adding game modes as well, such as one similar to stratego, where answering questions will have a team gain spaces, with the goal to surround the opposing team’s castle. In Gimkit, students play against their peers, with correct questions giving some incentive to help win the game. For example, there is a snowball fight gamemode, and in order to get snowballs, students must answer the questions correctly. Both sites give students an opportunity to learn and remember content in an engaging manner.

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