Educational Applications to Gamify the Classroom

Mobile applications have managed to carve out a niche in the classroom, even more so in recent months. What until a few years ago seemed impossible, mixing technology and education, is now more than the order of the day.

 The possibility of interacting with ICT resources in the classroom is very tempting to implement new teaching models adapted to generations that are already 100% digital. That is why gamification in the classroom with mobile applications promises to be here to stay.

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Gamification apps in the education sector: basic concepts

Gamification is the adding of game elements to non-game activities. Otherwise, it is all those problem-solving activities and processes using game elements. Thanks to interactivity, children won’t be looking for an essay for sale online as they will be interested in learning.

 Although games have always been used to educate and encourage participation, they are now gaining prominence with the inclusion of new technologies such as mobile apps. Learning while playing is one of the most popular educational techniques in recent years.

 Benefits of Gamification in the Classroom

Many studies have supported the benefits of creating gamified activities in learning environments. Thanks to this technique, it is possible to create a more positive learning experience. If you are thinking of gamifying your classes, find out what benefits can be obtained.

Increases motivation

 Students receive rewards every time they achieve an accomplishment, so they stay motivated around a specific topic and do not lose interest.

Allows interaction between students

With gamified applications, learners have to develop team roles and make decisions together. In this way, relationships between them and active participation in the learning process are encouraged.

Stimulates competition

 As long as it is healthy competition, it is good that students are pitted against each other to solve problems. If there were no competition in the world, no one would strive to improve what already exists. 

Difficulty increases incrementally

Students have to overcome challenges to advance to the next level. If they overcome obstacles while learning, we avoid frustration.

4 Mobile Applications to Gamify the Classroom 

Kahoot!

  • Available for App Store and Android
  • Free

Kahoot! is one of the most popular games for gamifying the classroom with apps. This platform, in the form of a quiz, makes your students learn while having fun. It consists of creating a Kahoot! Quiz, a questionnaire that the teacher sends to his students to answer. They have a time limit to do it, and the screen shows who is winning. The quizzes are shared with other users. 

Classcraft

  • Available for App Store and Android
  • Free with payment options

Classcraft is a very easy-to-use gamification application. It is an educational role-playing game in which teachers and students play together. To play Classcraft, each student must choose a character from three different character classes: the healer, the mage, or the warrior. Classcraft is played as a team game, so students operate with each other and socialize.

Knowre

  • Available for App Store
  • Free 

We know that students don’t like math, but with this fun game, they won’t have such a hard time. This classroom gamification app includes algebra and geometry challenges. First, the students receive a brief explanation and then they set out to solve the challenge. Math will never be boring again. 

 Brainscape

  • Available for App Store and Android
  • Free

This school gamification app is designed to create “flashcard” games, i.e. digital flashcards for different subjects: science, humanities, arts, mathematics, etc. In this way, teachers can build learning resources that complement course content.

Conclusion

As you can see, apps to gamify the classroom are extremely practical. Before using them, whether you are a teacher or a parent, we recommend that you define your child’s learning strategy very well.

 In any case, remember that gamification has not come to replace the basic learning models in the classroom; you can’t stop taking your child to school and base their education on these apps but to complement them.

 

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