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IO4 : eBook with Apps and Pedagogical Practices using Game-based learning and Gamification in innovative pedagogical scenarios
IO5 : Book about the reports of experiences and perceptions regarding the pedagogical practices
IO6 : Scientific Paper: "Survey on the state of the art for each of the partner countries on experiences in Game-based learning and Gamification in innovative pedagogical scenarios"
IO7 : Scientific Paper: "Covering all the information the partnership gained from the project"

Game Elements

Gamification in learning involves incorporating game elements to motivate learners. Some of these elements include the following:
Narrative
Immediate feedback ,Fun
“Scaffolded learning" with challenges that increase
Mastery (for example, in the form of leveling up)
Progress indicators (for example, through points/badges/leaderboards, also called PBLs)
Social connection  ,Player control ,Sponsored Content

Benefits to Gamification

Students feel ownership over their learning
More relaxed atmosphere in regard to failure, since learners can simply try again
More fun in the classroom
Learning becomes visible through progress indicators
Students may uncover intrinsic motivation for learning
Students can explore different identities through different avatars/characters
Students often are more comfortable in gaming environments

Gamified Classroom


A classroom that contains some or all of these elements can be considered a “gamified" classroom. The best combinations, the ones that create sustained engagement, consider the unique needs of the learners and do more than just use points and levels to motivate players. The most effective gamification systems make use of other elements such as narrative and connection with fellow players/learners to really capture the learner’s interest.