GAMIFICATION IN CLASSROOMS/SCHOOLS



Gamification is an important teaching and learning strategy and is incorporated into curricular planning.
“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.”

Price: €350 per person Language: English N° of partecipants: 10 minimum Location: Sofia Duration: 5 days - 30 hours

The objective of the course is:

  • to provide an overall understanding of game research and theory, design and implementation
  • to achieve deeper immersion among students
  • to integrate game vocabulary using pedagogical terms.
  • This course is open to: teachers, trainers, headmasters, school and education managers, educational counsellors, project coordinators, mobility coordinators, other school staff, other adult education staff, other higher education staff, other non-governmental organization staff.

    The course comprises 5 Days:

    1st day: INTRO

  • Introduction of the topic, setting the context, what is game thinking, what is gamification in learning and games, differences between them? Interactive exercises and presentation of misconceptions, examples, best practices and case studies.
  • Group work: How to use game elements in learning? Playing to learn, learning to play. How to capture the interest of learners and to empower them to continue learning? Formal, informal, non-formal education. Translating games into education, skills-training, transferable skills, building attitudes that support personal growth. Contemporary schools: different methodologies, what doesn’t work, what works, challenges. From challenges to solutions – process for creating game mechanics and story narratives. Creating a learning journey that children choose to join?
  • 2nd day: CREATING CONTEXT

  • Group sharing: Where am I now in my understanding of gamification? What is challenging for me? Am I willing to learn to play in order to teach? When do I learn best as a teacher/educator? What are my needs as a teacher/educator? Experiential learning in classrooms. How to provide students with opportunities to act autonomously, to display competence, and to learn in relationship to others? Self-guided learning and personal accountability. Game elements as an additional channel through which teachers can communicate with their students. How to successfully organize classrooms and curriculum activities to incorporate the elements of games? How to create a sense of mission and purpose in students?
  • School classroom as a non-game context. How to create context and how to play inside it? How to combine intrinsic and extrinsic motivators as a powerful force? The online context and the combination between online and offline gamification in learning.
  • 3nd day: TOOLS AND FRAMEWORKS

  • Octalisys framework – connecting storytelling with gamification, tools and case studies. Other tools for gamification. How to work with Gamification Model Canvas. The fit between structural narrative and the learning content. What makes learning? How do we know we learn?
  • Group assignments: Creating own project with Gamification Model Canvas. Experiential learning, games, tools, methods, reverse planning. What is available and how best practices in gamification and learning by doing are made popular and available? Where do teachers learn to learn, to play and to teach? Simulations based on personal choice to challenge oneself. Light the spark in educators – how do we work and coach experts?
  • 4th day: THE BENEFITS OF GAMIFICATION IN LEARNING

  • Group sharing and discussion: Ownership of learning, students create opportunities together. Support systems that students can rely on each other. Identity or who are we as we learn and grow? Working with a system in mind and training acceptance for own changing selves. The freedom to fail and do it again. From mistake and failure towards feedback, ownership, success. More ways to increase fun and joy in the classroom.
  • Open space for reflection, feedback, consultation, integration, mapping resources of the group, sharing insights, accomplishments, inspirations.
  • 5th day: THE PSYCHOLOGY OF GAMIFICATION IN LEARNING

  • 10-13h Role-play. What is immersive learning? Education+Entertainment=Edutainment. Learning how to empower through conversational coaching and elicitation of resourse fullness.
  • 14-17h Where are we at? Group sharing, small group sharing and personal reflection and evaluation for identification of benefits of the program. Final general evaluation, panning for the future, follow-up activities planning, exchange of useful information and contacts, Q&A, closing.

  • About the trainers

    Evgeni Mitev

    Is a storytelling and gamification consultant with business background in advertising and promotions who helps people and organizations to understand how to tell stories, how to create stories and how to use storytelling and gamification as a tools in their work.
    Link: https://www.linkedin.com/in/evgenialen/

    Tihomir Georgiev

    Is experiential learning expert with 5 years of experience in the fields of youth and non-profit development. Part of the pool of trainers of the Bulgarian National Agency HRDC. Working as a freelance trainer and transformational coach interested in life-long learning, gamification and transferable skills. Tihomir utilizes approaches from NLP, coaching, mindfulness, systemic work and constellations, mind-body work, outdoors, non-formal education and experiential learning.
    Link: https://www.salto-youth.net/tools/toy/tihomir-georgiev.2914/