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Gamification refers to the implementation of game dynamics and design elements in a non-gaming context. Recent studies highlight the impact of the use of gamification in different educational settings. It is proved that it maximizes learning opportunities and that it has an impact on students’ motivation and participation. Unlike game-based teaching, gamification does not consist in playing to learn. When gamifying a learning activity, teachers introduce game elements (points, badges, leaderboards…) and game mechanisms and procedures (competition, challenges, progress…) to direct or modify students’ behavior in the classroom and to enrich the learning experience. It is, thus, a goal-oriented design. Consequently, there is a growing interest in its pedagogical value and it has gained adepts in different learning contexts, particularly in language learning contexts.

This workshop aims to address those fundamental aspects of gamification. For that purpose, and by a student-centered approach, attendees will feel and learn what it means to be part of a gamified classroom experience. Likewise, examples of best practices in which this technique has been applied and its benefits will be analyzed.

Gamification in Primary Education:

3 challenges to bring games to your classroom

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