On Gamification as a link between Formal & Non Formal Learning

This presentation (go on the following link) attempts to show how the implementation of a gamification tool (in this case, Classcraft) can enhance traditional educational methodologies commonly used in the classroom: master class, task-based learning, problem-based learning, etc. Gamification transforms educational spaces into a space of «play» where the contents of the traditional curriculum become harmoniously integrated.

When one knows how to combine gamification elements with a more known teaching methodology, such as project-based learning (PBL), one can kill two birds with one stone. The student learns both the subject matter (for example, a certain work of literature features), while at the same time increasing his or her social, communication and functional skills. Traditionally, in formal education, these skills are taught separately.

On one hand, PBL advocates that students do activities that encourage them to prepare these projects in an active, collaborative, autonomous and creative way. There is a progression in the degree of difficulty of the activities so that students are increasingly challenged and skills get trained as time goes on.

On the other hand, Classcraft acts as a tool to transform the classroom into a playful environment where the teacher can modify the amount of gamification used in the class. The teacher can, for example, use certain components of the gamification tool, such as scores, levels, challenges, and/or powers, while not using others, such as the developmental analysis of students or the communication platform. In addition, this tool integrates in the assessment of students both their academic and social performance. This increases collaboration and commitment of the individual to the group.