"Increasing students' involvement, enriching learning experience!"
Course by: SEAMEO SEAMOLEC
Unlock the power of engaging and effective online learning by exploring the world of gamification through our specialized course, designed to equip you with the skills and knowledge to enhance your teaching abilities and create a more fun and engaging learning experiences for your students.
What you will learn:
Explain gamification and its role in learning management
Experience the learning process as students with gamification method and atmosphere and
reflect on it in their role as teachers
Able to design gamification classes in the class subjects
Use learning apps to gamify the learning materials
Targeted participants of this programme are educators in schools and higher education institutions, or instructors in training institutes.
Participants must own a laptop with minimum system required: Microsoft Windows 10 version
17++ (32-or 64-bit) with minimum 4 GB of RAM.
Home institution have utilized moodle in Learning Management System (LMS) which can be used by
participants, or by utilizing elearning.seamolec.org.
Lesson plan with gamification
Book of Rule
Virtual Class with gamification learning materials
Module as Microlearning digital book
1st week : 3 days of online training (3 hours/day)
2nd week : Independent project 1
Worth of e-certification with 32 learning hours
Gamification in learning is the use of game-like elements such as points, badges, leaderboards, and challenges to enhance the learning experience and improve engagement and motivation among learners. The goal of gamification in learning is to create a more interactive and immersive learning environment that encourages learners to actively participate, explore, and retain knowledge. Gamification in learning can be applied to a wide range of educational contexts, including online courses, classroom settings, and training programs.
This course will invite participants to develop learning with gamification. Using game mechanics to entice student to learn or achieve goals is the main goal of gamification. Game elements applied to real-world activities have the potential to increase engagement in a fun and, more importantly, trackable way.