Gamification Classroom

Great Essays
A Guide to Classroom Gamification

Games have become an essential part in the EL classrooms. Many teachers tend to use games either to introduce the lesson, practice a piece of grammar, revise vocabularies, or even as energizers. Hence, the term gam-ifi-cation might be confused with the use of different games inside a classroom. Gamification, as defined by Claudia Pesce, "is the use of game elements and game design techniques in non-game context” ( Claudia Pesce, para. 2, n.d) In this article, I will present the steps of how to gamify a classroom as well as its benefits. I will also share a case study where I have applied the gamification elements inside the AAETC (Al Azhar English Training Center) classrooms. According to Claudia Pesce, para. 2, n.d, normal elements of games would be the use of badges, board games, points, levels, avatars, etc. Yet, to gamify the classroom, you do not use games but to turn the whole classroom into one big game. You have to be ready to design the whole game or, in my case, guide your students on designing their game in an introductory session. As Crowley, S. (2015) once said, “Whilst that is true, it’s important for us to make a distinction between game-based learning and gamification”
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