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An issue about gamification

(V3-2) Play to Learn – The Secrets of Gamification

Volume 3, issue 2 - Winter 2023-2024

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From the Editor's Desk

When Learning Becomes a Game...

Play and learning are closely interconnected. From infancy, children learn through play, while the adults around them entertain them in a variety of ways. Symbolic play (pretending to...) is also very much a part of pre-school education. In fact, for toddlers, play is the natural response to their desire to adapt and understand the world around them. It is through play that they appropriate the world and concepts around them, and dare to test their limits (Nouyrigat, 2023).

Yet, as children grow, the playful aspect of learning is less and less present. It’s as if having fun can’t be tied in with school. Nevertheless, one trend is making its way back into the classroom. This trend towards gamification in classes takes advantage of game mechanisms, including video games in recent years, for educational purposes, and with students of all ages! Immediate feedback, a feeling of progress, a desire to surpass oneself, interaction with peers, objectives to be reached, accumulation of points or privileges, etc.: all of this is designed to stimulate learning, motivate, and engage students.

Classroom gaming can take many forms, from the simplest activity (a quiz game) to the most complex (turning your classroom into a role-playing game). Applications use the strategy of points and competition, whether with oneself or in a group, to ignite student interest. It is also possible to create class challenges, compile the number of positive behaviours observed, and so on.

However, “the full potential of game-based learning will only be realized once the critical role of teachers in this relatively new educational practice is properly understood and leveraged” (see p.14). Pedagogical intent must therefore always be present. That’s why, in this issue, we’ve chosen to offer you a variety of testimonials to inspire you and guide you in your teaching practices.

Not everything has to become a game, but integrating a few playful elements can sometimes make all the difference in the classroom!

Martine Rioux, Chief-Editor
@riomarti

Audrey Miller, Publisher
@millaudrey

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December 2023 – Volume 3, issue 2

Writers
Adam K. Dubé, Alexandre Chenette, Alexandra Coutlée, Marc-André Éthier, Marie Christine Juteau, Gulsah Kacmaz, Fanny Langin, David Lefrançois, Ludovic Lemay, Matt Miller, Thierry Warin, Run Wen

Publisher
Audrey Miller

Chief-Editor
Martine Rioux

Editorial Assistant
Karla Mora

Development Director
Stéphanie Dionne

Linguistic Revision
Nicole Arsenault, Tracey-Lee Batsford

Translation
Tracey-Lee Batsford, Alexandra Coutlée

Additional Proofreading
Nicole Arsenault, Tracey-Lee Batsford, Alexandra Coutlée, Audrey Miller, Karla Mora

Graphic Design
Marie-Michèle Bouchard-Roussin
Kate-Lyn Lapointe (EMBLÈME Communication)

Printing
Numerix

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Legal Deposit 4th trimester 2023
Bibliothèque et Archives nationales du Québec
Library and Archives Canada
ISSN 2564-2510 (Print)
ISSN 2564-2529 (Online)

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In this issue - Winter 2023-2024

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Antidote

The Project Factory by Desjardins

 Games in Education: Understanding the What? Why? How?

Learn more about benefits and drawback of games in education and the difference between gamification and game-based learning in this engaging article.

 10 Game Hooks to Inspire Learning in Your Class

Discover how games can enhance learning and find 10 game hooks that you can incorporate in your classroom for a more engaging educational experience.

 Teachers as Scaffolders in Game-Based Learning

In this article, the author explores the different scaffolds that teachers can use during game-based learning and how these strategies can enhance student engagement and learning outcomes.

Learn

The Project Factory by Desjardins

 8 Approaches to Boost Student Motivation and Engagement

Specialist Yu-Kai Chou, a leader in the field of gamification, has developed a framework for gamification called Octalysis, based on eight drivers of human motivation. Here they are.

 A Dungeons & Dragons Odyssey in the Classroom

Discover how a role-playing game like Dungeons & Dragons has motivated students, sparked their creativity, and allowed them to learn while having fun in this classroom adventure!

 Gamifying Learning: Serious Games in Education

Learn more about serious games, which are immersive simulations used in a variety of fields, including education. Their use offers a number of benefits, including developing skills while customizing learning for each student.

EngagED Learning Magazine

Hydro-Québec

 Why Should Teachers Use Educational Escape Rooms

Educational escape rooms are an engaging way to learn and develop skills. In this article, you'll find their benefits and suggestions for getting started.

 Turn Your Classroom into a Role-playing Game

Role-playing in the classroom allows students to engage deeply and develop meaningful social relationships. Players create a shared story in different universes, generating interest and motivation. Whether in primary / elementary schools, role-playing can be integrated in a variety of ways.

 Our Favourites: AI Tools to Gamify

In each issue of the magazine, we bring you a selection of Websites and applications to discover! Have a look at our winter selection.

 Unlocking the Power of Emotions in Educational Games

Discover how certain design features in educational games can enhance emotions and performance in learners. Read the article to uncover the impact of visual design, music, mechanics, narrative, and incentives.

 Developing Critical Thinking in History: What If the Assassin’s Creed Video Game Could Help Students?

Here's how video games like Assassin's Creed can be used as teaching tools in the history classroom.

 Additional References – EngagED Learning magazine, Vol. 3 issue 2 (Winter 2023)

Additional References - EngagED Learning magazine, Vol. 3 issue 2 (Winter 2023)

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