Gamification 16-17 School Year
For my flex day I read the book, “Explore like a Pirate”, which focuses on engaging
students within the classroom. As I read the book I wanted to understand what type of
instructional game could be implemented so all students would be engaged. The book stated
that gamification would work in any subject because the focus is on the learning process of the
students. The book stated, when playing games, students want to learn because they are the
key players in their own learning. As I thought of a motivational game I wanted to create rules
that would be the foundation of our classroom. As I read, I found it important to design a game
that integrates social interaction and allows students to make decisions about their learning.
When reading the book stated that competition is a great way to bond as a class and creates
that real collaboration. The book stated that good games have different ways to achieve a
victory. Finally I wanted a way to display their achievements to motivate students’ everyday
they participate in Physical Education.
As I used the strategies from the book, I developed a game that would focus on the
whole class period. I thought of four important elements to a successful Physical Education
class. The four important elements are: (1) warm up, (2) listening to instructions (3)
participating in all activities and (4) sportsmanship. The students’ score 5 points for each
important element and receive a medal for points scored. The points are as follows: 20 points is
a gold medal, 15 points is a silver medal and 10 points is a bronze medal. I wanted students to
be able to view their progress so I posted a class poster with the other classes. This was a way
to create that competitive feel but to also motivate the students to score all 20 points each
class period. I also posted our game rules so students could understand engagement in the
whole class session is crucial. I have also stressed to the students that the points scored in our
game goes hand-in- hand with “P.E. class of the month” at our end of the month assembly. I feel
that gamification has had an impact on my students learning and the context in the book has
helped me become a better educator.
This is a resource build by the ESSD40 staff for to aid in transforming teaching and learning.
Inspire. Empower. Challenge.
Learning Out loud