Examples of Gamification in the Classroom

English/Language Arts: Students earn XP points as they complete quizzes on NewsELA (www.newsELA.com) . Students work in pairs (partnered by Lexile Level) to move up the leaderboard faster than their peers. The class leaders earn special privileges in class.

Math: Students set sail on a cruise to different islands where they learn to master different learning targets at each stop. There are beach-themed games waiting for them as they land, and activities to help them reach their goals. Upon mastery, students receive stamps in their passport books. If they can fill their passport book, they get invited to the ultimate beach party!

Social Studies: Students work in families to learn about Westward Expansion. Instead of grades in class, students earn supplies for their covered wagon. Hopefully they have enough to get them to Oregon (when they take their simulated trip on the Oregon Trail)!

Science: Students try to escape a Zombie Apocalypse and learn about topography along the way. Students need to map their way from Ohio to Florida while doing their best to keep their brains from being eaten! Instead of points for completing assignments, students earn money that they can use to purchase fictional food, weapons, zombie-bite antidotal serum, etc.  Plus, students get to fight zombies in class, that’s just too much fun!

Band/Music Class: As students complete their individual learning goals or practicing requirements, students earn “pieces” of a rock band (i.e. a drummer, a lead guitarist, a singer, etc.). If they complete all of their individual goals, they will have created the ultimate band to compete in a battle of the bands competition.

Elementary: As part of a farming unit, students will earn individual pieces to construct their own 3-D farm! As they meet the learning targets, they will get ‘the roof to their barn,’ or a flock of sheep, or pieces to construct the fence. Bonus items for the barn can be added for students that complete extension activities or show incredible growth in a particular area. Students can also take care of their farm during the game (idea adapted from games like “Farmville.”)

American History: Students pretend to be over-taxed British colonists during the American Revolution. As students earn XP (experience points), they level up while experiencing the shift towards an anti-British sentiment. (See PDF with details)