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AI Connects

What do you know about educational gamification?

Pere Cornellà Canals

Area:
Education Sciences
Subject:
Gamification and video games (optional mention in ICT for the Bachelor’s Degree in Teaching)
Methodologies:
Challenge-Based Learning
Number of sessions:
The activity is proposed on the first day of class and the result must be delivered within a week, just to be able to share it and work in the second class session of the subject.
Tools:
Albus


Summary

As an introductory activity, students are invited to explore the concept of ‘educational gamification’. The proposal is to use the tool.

Objectives

  • Exploring the basic concepts of educational gamification.
  • Selection of the most relevant content.
  • Organisation of content in an understandable way.
  • Sharing your own creations with the other students.

Step by step

  • The concept of ‘educational gamification’ is presented on the first day of class.After an initial exploration to see what the students know, a Research and Investigation activity is proposed.
  • The Albus tool is presented, an AI tool that acts as a smart assistant to answer questions, generate content and support collaborative learning in teaching environments. The final product is a sheet or wall with the information generated.
  • Students are asked to create their own wall using Albus, where the most important information about educational gamification appears, based on what the tool itself proposes and what they have asked. They are asked to add an image generated by the tool and to organise all the information in an understandable way.
  • They must send the link to their production and/or the PDF that can be generated.
  • During the second class session, their productions are shared and discussed in order to gauge the term ‘educational gamification.’

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