maddie's website

Educational Technology Presentation

For our Educational Technology Project, Natalia, Paige, Julia and I created a podcast about gamification! We decided to “gamify” our podcast by explaining gamification through a game of Jeopardy! In other words, we taught gamification through an example of gamification! Here is an overall summary of our podcast!

  • Gamification integrates game-like elements (e.g., points, rewards) into learning activities for increased engagement and motivation.
  • Game-based learning uses games as the central method for interactive learning experiences.
  • Examples like Duolingo, Kahoot, Minecraft, and CoolMathGames demonstrate effective gamification in education.
  • Benefits include heightened engagement and personalized learning opportunities.
  • Challenges include overemphasis on extrinsic rewards and competition over collaboration.
  • Ethical considerations involve safeguarding student well-being and academic integrity.
  • Intrinsic gamification focuses on internal motivations, while extrinsic gamification relies on external rewards.
  • Immersive technologies like VR and AR offer benefits but face challenges in cost and access.
  • Content gamification and structural gamification are approaches to integrating game elements into education.
  • Understanding these distinctions is crucial for designing successful gamified learning experiences.

Moreira, A. C., Amorim, V., & Bernardes, O. (Eds.). (2022). Handbook of research on the influence and effectiveness of gamification in education. Information Science Reference.

Zeybek, N., & Saygı, E. (2024). Gamification in Education: Why, Where, When, and How?—A Systematic Review. Games and Culture, 19(2), 237–264. https://doi.org/10.1177/15554120231158625

Kayımbaşıoğlu, D., Oktekin, B., & Hacı, H. (2016). Integration of Gamification Technology in Education. Procedia Computer Science, 102, 668–676. https://doi.org/10.1016/j.procs.2016.09.460

Llorens-Largo, F., Molina-Carmona, R., Llorens-Largo, F., & Molina-Carmona, R. (2020). Gamification and Advanced Technology to Enhance Motivation in Education. MDPI – Multidisciplinary Digital Publishing Institute.

Sansone, Carol., & Harackiewicz, J. M. (2000). Intrinsic and extrinsic motivation the search for optimal motivation and performance. Academic Press.

Next Post

Leave a Reply

© 2025 maddie’s website

Theme by Anders Norén