Opportunities to Use Gamification in Remote Education

Opportunities to Use Gamification in Remote Education

Examples of Applications That Support Gamification in Remote Classes:

Since gamification is also based on technological solutions, it is worth introducing the topic of online applications and tools that can be used during remote classes. Using online applications and platforms requires teachers to have certain digital competencies. At the same time, it is a very attractive element of remote classes, especially for Generation Z and Y representatives, for whom the world of technology and the internet is a natural environment for activity.

When considering the selection of such tools, several aspects should be taken into account, including their functionality, access price, security, ease of use, and the possibility of using them in remote classes delivered via popular platforms such as Teams or Zoom. Examples of applications that are gaining popularity in online teaching are Kahoot!, Mural, and Mentimeter.

When using the selected applications and tools during classes, it is worth considering the purpose of the activity, such as breaking the ice, initiating a discussion, or verifying the audience’s knowledge. It is important to check whether each participant has access to the activity and can take part in it. It is advisable to plan an appropriate moment for it during the class, e.g. at the beginning as an introductory element, during the course as an interlude after part of the meeting, or at the end as an element tying the whole thing together. It is also important to keep in mind moderation in the use of these tools so that class participants do not get tired of constantly following instructions and switching to selected platforms.

Kahoot!

Kahoot! is a free online platform and application that allows users to create and take interactive quizzes. The Norwegian University of Science and Technology initiated the project to create it in 2006. Several years were spent testing and evaluating prototypes of the platform. After numerous tests, it turned out that it increases the motivation and involvement of students in the learning process. Kahoot! was made available in September 2013. The platform’s creators aimed to make it easy and intuitive to use not only for teachers and educators who prepare tests and quizzes but also for students. Its popularity continues to grow, as evidenced by the increasing number of users.

Mentimeter

Mentimeter is a platform that can be used to create presentations with interactive quizzes, surveys, word clouds, and scales. The digital content allows interaction between the lecturer and the audience, increasing the engagement of the latter, as it is an attractive part of the class. The app was developed in 2014 in Sweden. In the basic and free versions, users can create the following types of content: single-choice and multiple-choice surveys, word clouds from the answers given, evaluation of a phenomenon on a scale, selection between phenomena illustrated in graphics, rankings, and Q&A sessions. Access to the extended version of the platform, richer in various features, costs $25 for each month of use.

Mural

Mural is a platform designed primarily for remote collaboration. It offers several designs and templates used by team members to work together to solve a given problem. Using the app, class participants can pour their thoughts onto a virtual whiteboard using text, photos, videos, or drawings. The built-in templates support creative problem work.

Conclusion

The use of gamification in remote education has positive effects not only in terms of increasing students’ motivation or engagement but also supports the development of their competencies, such as problem-solving, critical thinking, and teamwork. The skilful use of gamification in teaching is also an essential competence for teachers, supporting the development of their teaching workshops.