In the first level of the course, we explored the pedagogical value of play and how games can enhance learning. Participants reflected on the challenges teachers face as “digital immigrants” navigating an educational landscape dominated by digital natives. Through a challenge comparing gamification and game-based learning, we clarified that gamification integrates game elements into non-game contexts, while game-based learning focuses on the educational experience derived from playing the game itself.
In the second level, participants defined a common gamification framework, identifying eight key internal and external motivators that drive human engagement. One practical activity involved a role-play exercise where participants embodied different types of video game players, gaining hands-on insight into what motivates players in a game-driven environment.
The third level shifted focus to game-based tools and apps. Together, we reviewed traditional games and transformed them into more engaging educational tools. After navigating various challenges, participants had the opportunity to create their own learning tools, both offline and online.
In the penultimate level, participants experienced an exhilarating scavenger hunt in the city center, followed by a challenging digital escape room where they solved riddles and puzzles to break free. This engaging experience prompted participants to brainstorm ways to gamify their classrooms, considering their students’ unique needs and characteristics.
Having successfully completed all levels of the course, participants discovered innovative methods to repurpose traditional games, enriching the learning process. They also became familiar with modern online tools that can significantly enhance student engagement, bringing renewed energy and excitement to their classrooms.
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