MAPP18
Gamification in the Classroom

MQF Level: 7

ECTS Value: 3 ECTS

Self Study Hours: 36

Duration: 6 Sessions

Contact Hours: 15

Mode of Delivery: Blended

Assessment Hours: 24

Entry Requirements

Applicants applying for the module are to be in possession of one of the following: 

a. A Bachelor’s degree in Education (MQF Level 6 with a minimum of 180 ECTS, or equivalent) together with relevant experience in an educational setting;  

OR 

b. A Bachelor’s degree (MQF Level 6 with a minimum of 180 ECTS, or equivalent) and PGCE (or equivalent) together with relevant experience in an educational setting; 

OR 

c. A Bachelor’s degree in Inclusive Education (MQF Level 6 with a minimum of 180 ECTS, or equivalent) together with 3 years’ relevant experience in an educational setting; 

OR 

d. A Master’s Degree (MQF Level 7 with a minimum of 90 ECTS, or equivalent) and a Permanent Teacher’s Warrant together with relevant experience in an educational setting

Overall Objectives and Outcomes

This module explores the theory and practice of gamification in educational contexts. It examines how game design principles and mechanics can be applied to enhance student engagement, motivation, and learning outcomes in the classroom. The module provides practical strategies for integrating gamified elements into teaching and learning activities, as well as critical reflection on ethical considerations and the impact of gamification on student experiences.

By the end of this module, the learner will be able to:

  • Design and implement gamified learning experiences which align with learning objectives;
  • Guide and support learners with diverse needs in engaging with gamified learning environments;
  • Monitor and evaluate the effectiveness of gamification in promoting student engagement and motivation;
  • Address ethical concerns related to the use of gamification in education.
  • Contextually describe the key concepts and principles of gamification in education;
  • Identify and critically evaluate the different gamification strategies and their applications in the classroom;
  • Distinguish between the different examples of gamified learning activities and their potential impact on learning outcomes;
  • Describe and review case studies demonstrating successful implementation of gamification in educational settings.
  • Plan and design gamified learning activities aligned with specific learning objectives;
  • Demonstrate the use of gamification mechanics to enhance learners’ engagement and motivation;
  • Assess the effectiveness of gamified learning experiences through formative and summative evaluation;
  • Address ethical considerations when implementing gamification in educational contexts;
  • Apply theoretical frameworks to guide the design and implementation of gamified learning environments.

This module will be assessed through: Forum; Reflective Essay.

Core Reading List

  1. Jamani, K. J. and Figg, C. (2013) The TPACK-in-practice workshop approach: A shift from learning the tool to learning about technology-enhanced teaching. Proceedings of the International Conference on e-Learning, 2.
  2. MacKinnon, L., Graven, O. H., Bacon, L. (2015) An Online Game-based Learning System for STEM Knowledge and Role Models-The Masters of STEM Project. Academic Conferences and Publishing International. https://core.ac.uk/download/pdf/82894205.pdf
  3. Ruiz-Navas, S., Ackaradejraungsri, P., & Dijk, S. (2024) Are there literature reviews about gamification to foster inclusive teaching? A scoping review of gamification literature reviews. Frontier Education. 9:1306298. https://doi.org/3389/feduc.2024.1306298

Supplementary Reading List

  1. Dichev, C., Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Education Technology in Higher Education14(9). https://doi.org/10.1186/s41239-017-0042-5
  2. Nah, F.FH., Zeng, Q., Telaprolu, V.R., Ayyappa, A.P., Eschenbrenner, B. (2014). Gamification of education: A review of literature. In: Nah, F.FH. (eds) HCI in business. HCIB 2014. Lecture Notes in Computer Science, vol 8527. Springer, Cham. https://doi.org/10.1007/978-3-319-07293-7_39
 
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