1) Progress / Feedback a) Information of positive aspects. b) Measure of performance used for improvement. c) Data of negative features. d) Calculation of advances done. 2) Time Pressure a) Constraint to complete a task in a limited time. b) Setting a limit of 2 minutes for every activity. c) Doing everything before class is over. d) Packing many activities in 1 hour and 15 minutes of class. 3) Social Network a) Let students use FB or Instagram in class. b) Allow students to post in Twitter. c) Praise students who have many followers. d) It’s fun to learn by playing with others. 4) Competition a) Have students figuratively beat others. b) Focus on winning over learning. c) Students prove themselves against others. d) Winners always get a prize. 5) Exploration a) The student who finds more things wins. b) Give a chance to move around and find out. c) Reward those who move a lot. d) Guide students on the steps to follow. 6) Creativity a) Allow students to create their own way of self-expression. b) Bring tools to create something new. c) Let people do whatever they want in class. d) Reward those who are more creative. 7) Challenges a) Create difficult tasks that only a few could do. b) Design activities that are more difficult every time. c) Dare students to do hard tasks and give a reward. d) Have students test their knowledge and get a sense of achievement. 8) Quests a) Encoiurage students to learn new skills by completing tasks. b) Have students embark in a scavenger hunt in the campus. c) Made up of a series of linked challenges, students have a fixed goal to achieve. d) Create levels through the coursewhere students need to collect stamps to pass. 9) Meaning / Purpose a) Help students find their purpose in life. b) Encourage students to give new meaning to the tasks. c) Have students identify the meaning of new words. d) Make it clear what the activity is intended to achieve. 10) Collect & Trade a) Create a collection of valuable things as a whole class. b) Have students bond by sharing and exchanging items. c) Gather articles and do business with them. d) Bring money and purchase goods.
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Gamification Concepts
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