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Gamifying the Classroom
with Online Platforms Prepared by Johansen Quijano, PhD. for Connections Week Fall 2017 Tarrant County College Trinity River Campus
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WHAT ARE WE DOING TODAY? Discuss the benefits of gamifying classroom activities. Look at ludic platforms (Kahoot, Socrative, Quizlet). Play games. Create gamified reviews.
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WHAT IS GAMIFICATION? Gamification – The application of typical elements of game playing, such as scoring, competitions, and rules of play, to other areas of activity (Jane McGonigal, 2011).
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WHY GAMIFY? Aids cognitive development. Boosts enthusiasm.
Simplifies engagement. Reduces tedious tasks. Allows students to track their progress. Gives students autonomy. Offers instant feedback. Can be applied to most learning needs.
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LET’S LOOK AT THREE PLATFORMS
Kahoot – Great for fostering competition through classroom reviews. Most of the action happens on the teacher’s screen. Quizlet – Flash-cards generator. Great for self-paced reviews. Socrative – Similar to Kahoot, with added data tools. Most of the action happens on the students’ screens.
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WHAT ARE THESE PLATFORMS GOOD FOR?
Sparks interest at the beginning of a topic. Can be used as formative assessment. Allows students a break from more formal classroom lessons. Fosters engagement. Students can engage in hands-on learning by making their own quizzes for their peers.
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HOW TO GET IT INSTRUCTORS: STUDENTS: https://create.kahoot.it/
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INSTRUCTOR LOGIN
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INSTRUCTOR DASHBOARD
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CREATE A NEW KAHOOT
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ADD META-INFORMATION
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CREATE QUESTIONS
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LAUNCH KAHOOTS FROM YOUR DASHBOARD
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GIVE STUDENTS THE GAME PIN
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STUDENTS JOIN THROUGH KAHOOT.IT
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QUIZLET
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QUIZLET SAMPLES The TCCD Sample Quizlet American Beef Cuts Science
American Beef Cuts Science American Literature
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SOCRATIVE Students need an app
It’s free on Google Play and the iTunes store
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USE THE DASHBOARD TO CREATE STUDY SETS
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TO IMPORT QUIZZES, USE THE SOCRATIVE SHARED QUIZZES FORM
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QUESTIONS OR COMMENTS?
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KEEP AN EYE OUT FOR MY CURRENT PROJECT
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