In this activity, two topics will be presented: gamification and learning through play and service learning.
Gamification and learning through play
Gamification is the application of game elements and game mechanics to non-gaming contexts with the aim of increasing engagement, motivation, and learning effectiveness. In education, gamification involves the use of point systems, badges, levels, challenges, and rewards to encourage student participation, develop a competitive and collaborative environment, and strengthen intrinsic motivation.
In contrast to gamification, game-based learning involves the use of games as a teaching tool. Games in this context are not just additions to teaching, but integrated tools for achieving specific learning outcomes. Educational games enable students to acquire knowledge and skills through experiential learning, simulations, and problem-solving situations that reflect real-world challenges. Gamification and games in education are based on constructivist learning theories that emphasize active student participation, contextualization of knowledge, and encouragement of reflection. Based on structured challenges and feedback, students develop critical thinking, decision-making, and collaborative competencies.
Examples of Moodle LMS activities, external plugins and functionality that can be used for gamification:
Examples of gamification in teaching:
Example 1: “Mission to Safe Dose” in Pharmacology
Students navigate a branching lesson with clinical scenarios in the Moodle LMS. Each decision earns points and unlocks the next “levels,” and short H5P quizzes with instant feedback serve as checkpoints. Badges are awarded for topics mastered, and a progress bar reduces procrastination. A final case study integrates previous decisions and verifies learning outcomes. Leaderboards are hidden from the rest of the students, visible only to the individual student, to maintain motivation without unnecessary competition.
Example 2: “360° Campaign” in Marketing
Teams plan a mini-campaign with weekly quests. Each completed task earns points in the Level Up! add-on and unlocks a mentor tip or case study. In the workshop activity, teams earn points not only for the quality of the campaign, but also for the usefulness of the peer feedback. Through the Stash add-on, the teacher “hides” bonus resources that teams find while exploring the course. The final presentation earns more points, and the reflection sums up the achievements and connects them to the learning outcomes.
Example 3: The “Archival Enigma” in History
Students investigate a controversial local history event in a branching lesson in the Moodle LMS activity Lesson and H5P task. They learn by solving the task, for example by checking the sources of information about local history. With the Stash add-on, they collect “artifacts” of hidden documents and photographs that unlock new clues. Points in the Level Up! add-on reward the quality of notes and responsible citation, and badges are awarded for the correct evaluation of sources. They lead a discussion on causes and effects in the forum, then in the workshop they submit a mini-exhibition plan with an explanation of the narrative and conduct a peer assessment using the rubrics prepared by the teacher. The final reflection connects decisions with outcomes on critical analysis and interpretation of the past.
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