GoConqr hat ein neues Design! Sag uns, wie es dir gefällt.

Flussdiagramm

Gamification - Serious Games - Simulations 

Osvaldo Diaz Spanisch

Adding game-like elements and competitive mechanics to existing classroom activities in order to boost motivation and…

Inhalt des Flussdiagramms

  1. Differences and Applications

  2. Adding game-like elements and competitive mechanics to existing classroom activities in order to boost motivation and engagement, without changing the activity itself.

  3. The game itself is the learning experience, it has its own rules, storyline, objectives, and mechanics on which learners don't complete exercises to earn points; they learn instead of simply get entertain.

  4. Adding game-like elements and competitive mechanics to existing classroom activities in order to boost motivation and…
  5. The game itself is the learning experience, it has its own rules, storyline, objectives, and mechanics on which learners…
  6. Def. of Simulations
  7. A simulation is a controlled recreation of a real-world process or environment where users practice decisions in a safe, controlled setting.

  8. Def. of Gamification

  9. Leaderboards show students where they stand compared to their peers to motivate them.

  10. Clear objectives are set, such as daily streaks or level progression, to provide a visible trace of progress

  11. Students earn something tangible: points, badges, experience points (XP) or virtual currency to enhance engagement.

  12. Core features

  13. Leaderboards show students where they stand compared to their peers to motivate them.
  14. Language learning examples

  15. Language learning examples
  16. Pros / Cons

  17. Duolingo streaks: Students answer questions, rewarding with counters and badges that encourage them to return each day.

    Kahoot! Competitions: Students answer vocabulary or grammar questions through quizzes and challenges designed to make learning social and competitive.

    ​Classcraft: Students earn XP for classroom behaviors and academic activities.

  18. Increases student participation and motivation; makes learning more accessible via mobile devices

  19. Pros

  20. Teachers can add gamification to subejcts in minutes using free tools like Kahoot without needing to redesign the lesson

  21. Cons

  22. Students may engage because of the points, not because they care about learning the language.

  23. Shallow drills and repetitive elements can affect engagement.

  24. Def. of Serious games

  25. The learner doesn't experience the educational content as something external, this is because to complete the game, the player must understand and apply the content being taught.

  26. It has all the elements of a real game: a clear goal, narrative, rules to follow, challenges to overcome.

  27. Core features

  28. It is not designed around competitiveness. The focus is on the player's own experience, decisions, and progress through the game.

  29. The learner doesn't experience the educational content as something external, this is because to complete the game, the…
  30. Language learning examples

  31. Money Trail The players manage money through the mechanic of financial decisions, so learners engage with the narrative to survive the game .

    Balance My Budget works similarly, putting learners in charge of budget where choices requires meaningful understanding to make informed decisions.

    The Uber Game Puts players into the perspective of a worker, forcing them to read, calculate, and decide under pressure.

  32. Language learning examples
  33. Language learning examples
  34. Language learning examples
  35. Pros

  36. The learner investment in the game's narrative and outcome, makes it to stay engaged for longer periods and be more willing to pass difficult content.

  37. Learners discover concepts by doing.

  38. Cons

  39. Serious games require significant design, making the development laborious.

  40. May distract from language focus if gameplay dominates

  41. Pros / Cons

  42. Def. of Simulations

  43. Core features

  44. The learner must respond to what happens in the moment, not just produce pre-memorized sentence

  45. The scenario mirrors an actual situation the learner might encounter.

  46. Immediate feedback helps learners to reflect on their decisions and interactions.

  47. Immediate feedback helps learners to reflect on their decisions and interactions.
  48. Language learning examples
  49. Language learning examples
  50. Customer service role-play: One student plays a dissatisfied customer; another must resolve the issue.

    Job interview simulation: Students prepare for work environments by answering common interview questions, handling conversations, and presenting themselves professionally.

  51. Language learning examples

  52. Making an error in a simulated conversation has no real consequences, which reduces anxiety and encourage to take linguistic risks

  53. Cons

  54. A simulation without a proper debrief afterward risks leaving students uncertain about whether their language use was effective

  55. Pros / Cons

  56. Pros

  57. Learners practice the language they will actually need to use, in the kind of situations they will actually face.

  58. Learner level & needs

  59. Time & resources

  60. Level of realism

  61. Gamification

  62. Serious Games

  63. Simulations

  64. Vocabulary drills, and grammar accuracy

  65. Linguistic objective

  66. Integrated skills, implicit learning

  67. Functional communication for professional tasks

  68. Any level - Low motivation

  69. Any level - Education

  70. Advanced or professional learners - Real-world practice

  71. Low-cost

  72. Moderate to high

  73. Highest on cost and time

  74. Low - Task focus

  75. Medium - Game world narrative

  76. High - Mirrors real life

  77. Aspect

  78. Decision criteria

  79. Gamification - Serious Games - Simulations

  80. The learner doesn't experience the educational content as something external, this is because to complete the game, the…
  81. Immediate feedback helps learners to reflect on their decisions and interactions.
  82. Immediate feedback helps learners to reflect on their decisions and interactions.
  83. The learner doesn't experience the educational content as something external, this is because to complete the game, the…
  84. Immediate feedback helps learners to reflect on their decisions and interactions.
  85. The learner doesn't experience the educational content as something external, this is because to complete the game, the…

Informationen

Beschreibung
Flussdiagramm am Gamification - Serious Games - Simulations , erstellt von Osvaldo Diaz am 16/03/2026.
Erstellt von
Osvaldo Diaz
Aufrufe
17
Bewertung

Feedback

Worum geht es?

Wie gefällt dir das neue Design?

Dein Eindruck