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Mind map

Gamification

Leythe Tenes Diseño del aula interactiva 100 Spanish

Mind map about gamification in learning: resources, benefits and relevance for Tecnológico de Monterrey

Mind map: Gamification in learning

Map content

Gamification

  1. Gamification Resources

    • Like apps, platforms or tools to optimize gamification in learning settings.
    • They are divided in 5
      • For designing gamification
        • Gamification Canvas: Help to classify ideas, game elements, components and resources they want to incorporate.
      • For using badges
        • BadgeMaker: To design and download badges easily, offering images, shapes, details, colors and fonts.
      • To manage the activity
        • ClassCraft: T organizes the platform to award points. Ss collaborate in teams, compete to collectt points, level up and win powers.
          • Rezzly: It's a gamified content creation and Ss tracking platform. T designs and share quests, create a status table and award badges. It provides feedback and mastery learning.
      • To incorporate game-based learning
        • BookWidgets: It empowers T to use Ipads in education.
        • FlipQuiz: It offers a quick way to create game boards.
        • JeopardyLabs: T can create a customized v ersion of he game Jeopardy also, crosswords, multiple-choice or open-anser quizzes, or bingo.
      • To obtain rapid responses from students
        • Socrative: It allows the T to ask muliple-choice, true or false or short-answer questions that Ss answer in real time.
          • Kahoot: It facilitates the creation of multiple-choice questions, adding videos, images and charts.
  2. Benefits

    • Increases Motivation
    • Provides a safe learning experience
    • Informs students about their progress
    • Drives knowledge retention
    • Self-knowledge of capacities
    • Generates cooperation
  3. Relevance for Tecnológico de Monterrey

    • A primordial characteristic is innovatio in their teaching and ways of generating learning.
      • Offers and educational alternative
        • Engaging and challenging activities both are disciplinary and transversal competencies in Ss

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Gamification Summary
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Leythe Tenes
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