Gamify Live Distance Learning Activities

Gamification is the process of bringing elements of gaming to your lesson plans. It doesn’t mean replacing your lessons with games, but rather adding certain attributes of playing a game (competition, winning, losing) to make the learning process more engaging.

Gamification has become increasingly popular as students grow connected to their smartphones and gaming apps. If the class responds positively, the demand for more will grow.

Over the last few months, the COVID-19 pandemic has created many challenges for teachers, students, and parents as they transitioned into distance learning. One challenge is how to engage students during live distance learning activities. Gamify your live distance learning activities will engage students by making the learning process more fun.

When gamifying your activities, you may consider the following focuses:

Studen-centered: Gamification should help students achieve the learning objectives

Focus on all three components: content, design, and technology. Some may argue that gamification is not bounded by technology, but essential technology will streamline the gamification process to make the experiences more interactive and adaptive. For example, live and comprehensive data of students’ learning will allow teachers to facilitate and scaffold students’ learning. 

During our synchronous online activities, I use the live-data to check students’ understanding and provide intervention immediately. Students now have to participate actively by answering questions as I provide to them.

About Us: We are current teachers who co-founded Win Elements LLC to solve schools’ problems with effective and sustainable solutions. We provide StreamlineED as an all-in-one, sustainable, and effective solution to streamline education equity by providing and training teachers on how to use the provided Learning Management System website and Blended teaching strategies that integrate their current technology and resources. We also provide Safe Pouches for phones to create a phone-free learning environment and  to provide a Positive Behavioral Intervention and Support

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