This workshop consists of three parts. First, a pre-work module involves watching a short screencast before attending Part 1 (a 90-minute face-to-face session), where we will then discuss and expand our ideas and understanding of gamification and game-based learning, and start to apply the ideas and principles together, working towards an initial development of a gamified assignment or lesson design. Part 2 is a 90-minute session that will take place on week after Part 1, and will provide the opportunity for participants to reconvene after having fully developed their gamification ideas in order to receive feedback on them from the facilitators and other instructors.
In its most basic form, gamification introduces game-like elements – points, badges, and leaderboards – into a learning environment so that learners are entertained and inspired to extrinsically learn the material. Despite its best intentions, however, gamification often attempts to mask the intrinsic value of learning with these game-like elements. This workshop series will dispel the perceived utility of the rudimentary form of gamification by delving into why games are motivating and engaging, and how the characteristics of good games can be applied to a classroom or online learning environment; activities and assessment alike can adopt game-like approaches to engage learners. Participants will discover practical strategies and tools that can be adapted to their current teaching practices and understand the benefit of thoughtful implementation of gamification principles.
Note: Participants may complete only Parts 1 and 2 of this workshop series, but we highly encourage participation in all three parts to benefit from the feedback from your colleagues.
Intended Learning Outcomes (ILOs)
By the end of this workshop, you should be able to:
- identify how theories of gamification are applicable (or not) to various teaching and learning contexts;
- discover new tools, technologies, and approaches to apply gamification principles in a teaching environment;
- develop and share strategies to incorporate effective gamification in your own teaching environment;
- provide and receive formative feedback regarding gamified lesson and assignment design.
Registration is required. CTE has a new registration system called GoSignMeUp. Before you can register for a workshop, you need to create an account (one time only). Once you've created an account, you can register for this workshop.
Many of our workshops have waiting lists, so if you've registered but can't attend, please cancel your registration well in advance through the registration system, so that someone else can fill your spot.
The University of Waterloo is committed to achieving barrier-free accessibility for persons with disabilities who are studying, working, or visiting at Waterloo. If you have questions concerning access, such as parking, building layouts, or obtaining information in alternative formats, or wish to request accommodations for a CTE workshop or event, please contact CTE via email (firstname.lastname@example.org) or phone (ext. 33857) and include the session’s title and date. Our workshops typically involve a mix of presentation and discussion-based activities, and we encourage a scent-free environment. We also welcome accompanying assistants, interpreters, or note-takers; notify us if accommodations are needed in this regard. Please note that some accommodations may require time to arrange.
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Waterloo, ON N2L 3G1