Achievement Unlocked. Unveiling the Potential of Gamified Education.
Aktivitet: Tale eller præsentation - typer › Foredrag og mundtlige bidrag
Links
- "Spil og skoleuddannelse" er i centrum for årets "Science MashUp", en underholdende faglig konference i forbindelse med Den Lange Nat med Computerspil på HTWK Leipzig. Den 27. april vil mulighederne for spil til støtte for læring og uddannelse i skoler blive diskuteret. Perspektiverne fra lærere, forældre og elever er i fokus. Arrangementet afholdes i samarbejde med Landesinstitut für Schulqualität und Lehrerbildung Sachsen-Anhalt (LISA) og begynder kl. 14. Efterfølgende, kl. 16:30, starter en paneldebat med eksperter.
- "På årets 'Science MashUp', en underholdende fagkonference i forbindelse med 'Lange Nacht der Computerspiele' på HTWK Leipzig, er 'Spil og skoleuddannelse' i fokus. Den 27. april vil mulighederne for at bruge spil til at støtte læring og uddannelse i skolerne blive diskuteret. Perspektiverne fra lærere, forældre og elever vil være i centrum. Arrangementet, som finder sted i samarbejde med Landesinstitut für Schulqualität und Lehrerbildung Sachsen-Anhalt (LISA), begynder kl. 14. Efterfølgende, fra kl. 16:30, starter en paneldebat med eksperter."
Lars Konzack - Andet
The concept of educational gamification involves strategically integrating game elements into non-game environments, particularly educational settings, to enhance student motivation, engagement, and skill development. By incorporating features like scores, badges, leaderboards, levels, and challenges, educators aim to transform learning experiences into interactive and rewarding journeys that resonate with digital-native learners. Through effective feedback mechanisms and clear progression pathways, gamified frameworks encourage students to set and achieve goals, track their progress, and celebrate their achievements, fostering a sense of competency, autonomy, and proficiency. Additionally, by incorporating collaborative elements such as group challenges, cooperative quests, and peer interactions, gamified classrooms promote a sense of community and camaraderie, facilitating learning not only from teachers but also from peers in a dynamic and interactive manner. Despite its potential benefits, integrating gamification into classrooms poses challenges, requiring educators to carefully align game elements with academic content to ensure educational objectives remain central and meaningful. Moreover, educators must be vigilant in monitoring potential negative consequences, such as encouraging undesirable behavior or prioritizing gaming mechanics over genuine learning efforts, by ensuring a well-coordinated integration of gamified elements with educational goals and providing clear explanations of outcomes. In the context of Computer-Supported Collaborative Learning (CSCL) principles, the implementation of gamification is particularly focused on enhancing group work, experiments, and problem-oriented learning (PBL). Gamification in group work contexts aims to promote collaboration and increase participant engagement through rewards and competitiveness, while in experimental settings, it helps maintain participant motivation while altering variables systematically, thus improving the reliability of collected data. Furthermore, within Problem-Based Learning (PBL), gamification provides a dynamic framework by integrating interactive elements into scenarios to simulate real-world challenges.
27 apr. 2024
Begivenhed (Konference)
Titel | Science Mashup 2024 |
---|---|
Dato | 27/04/2024 → 27/04/2024 |
Hjemmeside | |
Afholdelsessted | Hochschule für Technik, Wirtschaft und Kultur |
By | Leipzig |
Land/Område | Tyskland |
Grad af anerkendelse | International begivenhed |
- gamification, computerspil
Forskningsområder
ID: 390058102