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Task 5: Gamification

A gamification based on the popular TV show "Squid Game", designed to boost student engagement and motivation.

Gamification

In Gamification, elements of gaming like points, achievements, narrative progression and scoreboards are incorporated into classroom activities to take advantage of their motivational benefits for students. In our groups, we had to design a gamification for use in class. My group, The Z Team, decided to base our activity on "Squid Game", with students taking on the roles of competitors for six weeks, competing in adapted versions of popular childrens' games to practice material covered in both English and Science classes. To ensure eliminated contestants could still participate, we decided to give them a role as organisers, involved in the creation of questions for the remaining activities. Read or download our gamification plan below:

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