• Approaches in Gamification Across Subjects

    While the common objectives of gamification are application of concepts, and enhanced learning, what are your most current attempts/approaches in inserting gamification in your classes?

    1. What are your biggest challenge(s) in inserting gamification in your daily or day-to-day sessions?
    2. What were your biggest accomplishments in using gamification in your subject?
    3. What are your suggestions/encouragement for other fellow educators that are interested in inserting gamification as one of their learning tools?
    4. Were they cost-effective, or how much did it cost you to prepare?

    I am a firm believer that students will learn more and deeper when they could experience or implement the concepts using a medium while having fun with their peers. Even the duration of the gamification segment is short, however the impact of their learning journey will instill the true application of the topics/concepts.

    So, let's learn and share together here. ☺

  • @Hendra
    Speaking of Challenges,
    Technical Issues: Integrating gamification platforms with existing Learning Management Systems.
    Student Engagement: Maintaining student interest and motivation over time.
    Assessment: Measuring the effectiveness of gamification in achieving learning objectives.

  • @Hendra
    Accomplishments include:
    Increased Student Engagement: Gamification boosted participation and motivation in class, Improved Learning Outcomes, Enhanced Classroom Experience.

  • @Hendra Use clues and riddles to explore course material.

  • @Hendra Absolutely agree! Gamification has the power to turn passive learning into an engaging, memorable experience. In my own practice, I've incorporated low-cost, interactive quizzes, classroom competitions, and project-based challenges where students earn points for creativity and collaboration. The biggest challenge has been time—balancing curriculum coverage with game-based elements. But the biggest win? Watching shy students come alive and participate with confidence. My advice to fellow educators: start small, use free tools like Genially or Kahoot, and focus on fun with purpose. Even simple games can make a lasting impact! Let’s keep inspiring one another. 🎮📚✨

  • @Sanaa Brilliantly said—fun with purpose truly transforms classrooms and empowers every learner to shine! 🌟🎯

  • @Hendra
    Thank you for opening up such a thoughtful discussion! I completely agree with your belief that students learn more deeply when they can experience and apply concepts in a fun, engaging way. In my own classroom, I’ve recently used quiz tournaments, escape room-style challenges, and subject-specific games like a “grammar treasure hunt” or a “cell structure quest” to bring topics to life. While planning and time management are the biggest challenges—especially ensuring that the game aligns with learning objectives—the outcomes have been worth it. One of my proudest accomplishments was a disease outbreak simulation that helped students understand immunity through role-play; their comprehension and enthusiasm were incredible. For educators looking to begin with gamification, my advice is to start small and build gradually. Even simple games can make a big difference, and there are many free or low-cost resources available. Most of my activities have been cost-effective, using recyclable materials or free digital platforms. Ultimately, even a short gamified activity can leave a lasting impact, making learning both meaningful and memorable. Let’s continue sharing and inspiring each other with these innovative practices!

  • @Hendra Visualizing learning goals and progress towards completion.
    Leveling Up: Implementing a system where students advance through levels as they achieve academic milestones.

  • I’ve been integrating gamification through tools like Kahoot, team challenges, and escape-room tasks. It’s helped boost engagement and collaboration. My biggest challenge has been time, creating meaningful activities takes planning. But the reward is worth it—students are more involved and often ask for more gamified learning!

    𝒜𝓃𝓊𝓂 𝑅𝒶𝒻𝒶𝓎

  • To fellow educators: start small. Even one game-based activity per week makes a difference. Most tools are free or low-cost, and even simple ideas (like badges or group missions) can have a big impact. It’s not about fancy tech. it’s about making learning fun and memorable.

    𝒜𝓃𝓊𝓂 𝑅𝒶𝒻𝒶𝓎

  • @Mishael-Naqash said in Approaches in Gamification Across Subjects:

    @Hendra
    Speaking of Challenges,
    Technical Issues: Integrating gamification platforms with existing Learning Management Systems.
    Student Engagement: Maintaining student interest and motivation over time.
    Assessment: Measuring the effectiveness of gamification in achieving learning objectives.

    Thank you Ms. Mishael, these are on point! There are aspects that should be outlined before we make the decision on how the gameplay would be. Even the majority of students would be excited, there will be some of might lose the interest and motivation. They would rather just to watch and contribute passively.

    The assessment part is the critical and most important one. In which, we are as educators should obtain the data to define if the gamification has successfully delivers the LO's to our students. While to some extents, and gameplay, their scores in the game cannot be just simply translated that they have master the topic entirely.

  • @Sanaa said in Approaches in Gamification Across Subjects:

    @Hendra Absolutely agree! Gamification has the power to turn passive learning into an engaging, memorable experience. In my own practice, I've incorporated low-cost, interactive quizzes, classroom competitions, and project-based challenges where students earn points for creativity and collaboration. The biggest challenge has been time—balancing curriculum coverage with game-based elements. But the biggest win? Watching shy students come alive and participate with confidence. My advice to fellow educators: start small, use free tools like Genially or Kahoot, and focus on fun with purpose. Even simple games can make a lasting impact! Let’s keep inspiring one another. 🎮📚✨

    I agree, the biggest reward is when our most shy students show some excitement and actively involve with the gameplay. It is a good start, and can further motivate them to keep being engaged with their peers. I also agree on your suggestion to start small, and use the apps available freely on the internet. Even my oldest group of students will smile widely to Kahoot games. Implementing the existing games with our topics would help us greatly to save time, costs, and preparation. We could shift the focus on how to maintain their focus during the session, and to design assessment to measure their understanding after the session.