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Gamifying Your Classroom Through Online Badges

KRISTOF VAN HOUDT


A buzzword that is coming more and more to the forefront in education is gamification. Chou (2013) describes it as "using Game Mechanics and Techniques to engage and motivate people through their Core Drives". This presentation will introduce a five-step process to include online badges to a course. The aim is to increase student motivation without losing sight of the learner context and the pedagogical aims of the class. A badging resource will be identified with some tips for instructional design. Practical examples will be provided from two programs run by the School of Languages and English at RMIT Vietnam. One focuses on the soft skill development of teenage students and the other aimed to improve teacher proficiency with the use of digital technology in the classroom. The objective of the presentation is to show that gamification can be achieved without a high-level of instructional design know-how and the need for an expensive learning management system.