This badge is awarded to participants who actively took part in the “Gamification in Education – Session 1”, part of the KVAK project, and successfully completed the reflective activity.
Participants explored how games and game-thinking can be used with educational aims, understood the key differences between gamification, serious games, and Game-Based Learning (GBL), and identified the benefits of playful learning environments.
Through the badge activity, learners demonstrated their ability to recognize gamification elements in real-world educational contexts and reflect on their impact on learner engagement and motivation.
Tasks
Task no.1
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Think of a learning experience you’ve had recently (as a student, teacher, trainer, or observer). This can be in a classroom, workshop, online course, or even informal learning like a museum visit or team activity.
Answer the following 3 prompts:
Briefly describe the learning experience (1–2 sentences).
Identify at least 2 gamification elements (e.g., points, challenges, rewards, competition, feedback). Were they used intentionally or not?
Reflect: how did these elements affect the engagement and motivation of learners?
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