Finding gamification

This badge is awarded to participants who actively took part in the “Gamification in Education – Session 1”, part of the KVAK project, and successfully completed the reflective activity.

Participants explored how games and game-thinking can be used with educational aims, understood the key differences between gamification, serious games, and Game-Based Learning (GBL), and identified the benefits of playful learning environments.

Through the badge activity, learners demonstrated their ability to recognize gamification elements in real-world educational contexts and reflect on their impact on learner engagement and motivation.
Ülesanded
Task no.1
Evidence verified by: self-approved
Think of a learning experience you’ve had recently (as a student, teacher, trainer, or observer). This can be in a classroom, workshop, online course, or even informal learning like a museum visit or team activity.

Answer the following 3 prompts:
  1. Briefly describe the learning experience (1–2 sentences).
  2. Identify at least 2 gamification elements (e.g., points, challenges, rewards, competition, feedback). Were they used intentionally or not?
  3. Reflect: how did these elements affect the engagement and motivation of learners?
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Badgecraft käitab veebi taristut Õppimise linnade ja regioonide jaoks. Euroopa konsortsium arendab seda platvormi kaasrahastusega Euroopa Liidu programmist Erasmus+.
Co-funded by the Erasmus+ programme of the European Union
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