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Make It Pedagogical

Make it Pedagogical is a company that operates in the fields of Education and Training in face-to-face, blended and e-learning scenarios and Management of events and educational projects. In a time of great technological investments, the pedagogical dimension needs to be brought to the forefront of teaching/training and learning processes with technology. Thus, the name ‘Make it Pedagogical’ was born, firstly as a statement of professional conviction and now as a training company with a pedagogical challenge that is clear in the name that bears.

Make it Pedagogical has been in operation since January 2018 in the city of Porto, Portugal. The company employs five highly qualified staffs (with doctorate degrees). Make It Pedagogical has several training programmes underway in Portugal. So far, near to 200 teachers are carrying out the new pedagogical approach designed by Make it Pedagogical: pedagogy-technology-space.

The company is very active in Europe, participating in EU projects in collaboration with European educational institutions and other training providers from several EU countries.

www.make-it.pt

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.