Connecting dots for digital learning and teaching

4 Management Tools for Gamification of Education

To add a gamification layer on your class management isn’t a new idea, but educators need some handy tools to facilitate the process. ClassDojo has built a behavior management tool for K-12 classrooms. Let’s see other gamification management tools that might fit into different situations and explore some different approaches to gamify learning.

Course Hero Opens Gamified Course-Creation Tools to the Public

Course Hero is a platform all about improving learning outcome by sharing study documents, finding tutors and asking questions. It’s mainly for high school and higher education, with more than 7,000,000 student-uploaded documents from over 5,000 universities around the world. And there are online courses too. For educators, it’s an educator platform to teach audience around the world. Last month, it just announced  the launch of the public Course Creation Platform for anyone to create a course online. According to this post, Course Hero has sought out experts and existing material to build its own online game-like courses, will now allow anyone to submit a course.

The gamification features of Course Hero are fairly basic, with achievement badges for accomplishments like logging on during the weekend, uploading documents and completing classes. There’s a sitewide leaderboard, but not much in the way of a community or interaction between students.

Veri Interacts with Learners with A Bunch of Questions

Veri has been used by Pepperdine University Business School, everyone can use the tool to teach others about big and small topics. The main ideas behind the tool:

  • A course is made up of a bunch of questions.
  • The point of each question is to inspire interest in reading an article or video.
  • Each question should make one single point.

Learners will interact with questions, it helps you learn faster and better. Faster, by teaching you things you only need to know, and better because recall exercises have been shown to improve retention of information. (to prove it, check out NY Times , Scientific American) The learning experience is kind of like reading a text adventure. The conversation keeps going in the process. And videos, online contents and images are  embedded within.

game-based learning

Maven Transforms Lessons into Rich Adventure and Role Playing Games

From Playware Studios :

Maven is a Gamification tool for Educators. Developed for the Jurong Secondary School under the  Future Schools project at Singapore. Maven is built as a gamigication and advanced GUI layer for the LAMS system.

LAMS is a revolutionary new tool for designing, managing and delivering online collaborative learning activities. It provides teachers with a highly intuitive visual authoring environment for creating sequences of learning activities. These activities can include a range of individual tasks, small group work and whole class activities based on both content and collaboration.

Maven also allows educators to transform LAMS lessons into rich adventure and role playing games. Maven brings, to LAMS, game concepts such as Spacial awareness, Avatar Personalization, skills and reward cycles, sense of progression etc.

game-based learning

ClassRealm is a Customizable Class Management System Built on Role Playing Themes

Just tried to get funding through Kickstarter, the brain behind ClassRealm is a 6th grade math teacher. Teachers can use ClassRealm to set up specific goals and achievements for individual students or entire classes, as well as to track student data and progress. Students can earn achievements and XP by completing tests, helping other classmates, and reading extra books for class. Parents can follow their child’s many adventures online and create personalized side quests. From the Kickstarter page:

The ClassRealm system is based on role playing games such as Pokémon, Final Fantasy, and even some classic table-top rulesets such as Dungeons & Dragons. Students can level up, gain achievements and even fight off enemies with their knowledge and good deeds. These gaming ideals come from years and years of video game influence. The ClassRealm team wants to bring as many gaming aspects to the system as possible, while still keeping the core educational values.

gamification of education

ClassRealm is currently being pieced together. If you’d like to be one of the first teachers in the ClassRealm, register your email on the site.


Tagged as: , , , ,

2 Responses »


  1. 4 Management Tools for Gamification of Education | EdTechReview-India |
  2. 4 Management Tools for Gamification of Education | Games and education |

Your thoughts?

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )


Connecting to %s

“Tell me and I will forget, show me and I may remember, involve me and I will understand.” -------- Chinese Wisdom "Games are the most elevated form of investigation." -------- Albert Einstein
"I'm calling for investments in educational technology that will help create digital tutors that are as effective as personal tutors, educational software as compelling as the best video game," President Barack Obama said while touring a tech-focused Boston school (year 2011).
%d bloggers like this: