TeachersFirst's Gamification Resources
This collection of reviewed resources from TeachersFirst is selected to help teachers and students learn about and use gamification to add student engagement in any subject area. Find gamification related online workshops and tools that can help you gamify your subject area. Start small and keep adding on as your experience and confidence increases.
Explore all of our resources tagged gamification.
20 Results | sort by:
Art Games - Crazy Games
Grades
K to 12This site includes advertising.
tag(s): artists (81), colors (63), drawing (60), game based learning (181), gamification (78), trivia (19)
In the Classroom
Before assigning games with students, use your whiteboard or a screen recording to demonstrate how to avoid ads found on the site. It is also helpful to add a short tutorial for some games to get students started, as most games do not include instructions. Select games on this site, and others, as part of an arts center that features music, art, and drama games and activities. Curate your resources into one place to make it easier for students to find and access them using Wakelet, reviewed here, or another curation tool. Instead of sharing several links onto computer devices, share a link to the Wakelet collection that includes all your resources.You must be registered and logged in to add items to your favorites.
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Geniventure - The Concord Consortium
Grades
6 to 12tag(s): gamification (78), genetics (79)
In the Classroom
Geniventure is free and easy for teachers to use. You can create classes, assign activities, save student work, and track student progress. Sessions couple online gameplay with hands-on activities and labs conceptually linked to a part of the Geniventure game. All materials for Geniventure sessions are available, including daily session schedules, activity outlines lesson plans, PowerPoint slides, lists of materials for each activity, and support for English as a New Language/English Language learners (ENL/ELL). The materials are targeted toward middle school students, but can also be used in higher grade levels.Comments
I am hoping to use this with my 8th graders for an extension activity.Jennifer, MI, Grades: 9 - 12
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Koji - Koji
Grades
K to 12tag(s): coding (91), game based learning (181), gamification (78)
In the Classroom
Find templates by browsing the templates found on the home page, or choose the option to see what others are remixing to find examples to use in the classroom. Modify quizzes to include on your class website for quick review and practice on any device. Choose a "tap to reveal" feature to share before introducing a new unit. For example, before starting a unit on national landmarks, quickly create several "tap to reveal" games with United States landmarks and publish one a day on the week before the start of your unit. Have students create quizzes and games to review classroom material, then share the games with all students on your class websites. Share with students interested in software and coding applications, encourage them to create games that interact with current classroom materials. Koji includes options for viewing the source code for advanced coders to use in creating and modifying their interactives.Add your comments below (available only to members) | Become a Member
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Construct3 - Construct.net
Grades
6 to 12tag(s): coding (91), game based learning (181), gamification (78), STEM (274)
In the Classroom
Include Construct3 with your other options for teaching coding to students. Take advantage of the included levels to differentiate learning based on knowledge of coding. If you are uncomfortable with coding, enlist students to become technology coaches in your classroom to teach and share their knowledge with others. Use and share Google Forms to create how-to guides for students to get started including images with tips and suggestions. Ask "in-the-know" students to enhance their learning and create one-page websites using Jimdo, reviewed here, sharing advice for individual games included in Construct3. As students become familiar with coding, have them use FlexClip, reviewed here, to extend their learning by creating simple explainer videos detailing how to build and share personalized games.Add your comments below (available only to members) | Become a Member
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Choice of Games - Choice of Games LLC
Grades
6 to 12tag(s): coding (91), creative writing (121), DAT device agnostic tool (147), gamification (78), interactive stories (21), STEM (274), writing (319)
In the Classroom
Introduce this site to your students on an interactive whiteboard or with a projector and explore one or two of the games together. Create a short story together to learn about how to use the different story-writing options. As students begin creating games using this site, consider having students create explainer videos to enhance their learning using CapCut, reviewed here, and to demonstrate tools that need a more detailed explanation than what is on the site. Have students create stories to show what they have learned about literature, geography, history, science concepts, and more. As a more "serious" approach, use Choice of Games to present opinion pieces where you take a position and allow readers to click on questions about it. They could also click on statements expressing opposing views so you can write counterarguments to their points. This idea could end up being a powerful way to present an argument and evidence as required by Common Core writing standards. Extend student learning by having them include their text-based game as part of a collaborative multi-media presentation created using Sway, reviewed here. In addition to their game, ask students to include their written documents, images, and video creations.Add your comments below (available only to members) | Become a Member
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oodlu - Wayne Holmes and Douglas Lapsley
Grades
2 to 12tag(s): DAT device agnostic tool (147), flash cards (42), game based learning (181), gamification (78)
In the Classroom
Use oodlu to differentiate learning in your classroom. Assign questions sets to different groups of learners according to their specific needs. Be sure to show students how to log in and access questions (if your class is remote learning, show students the log in, etc. by using a video conference room such as Zoom, reviewed here, and then include a link to the site on your class webpage for students to play at home. At the end of your unit, enhance learning and augment technology use by asking students to plan a multimedia presentation using a tool like Milanote, reviewed here, where you can turn your notes into a storyboard for this project! Extend learning and modify technology use by having students use the Storyboard to create a multimedia presentation with a tool like Sway, reviewed here, to share their learning. Have students include text, images, videos, and a link to oodlu learning games in the Sway.Add your comments below (available only to members) | Become a Member
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Gimkit - Josh Feinsilber
Grades
K to 12tag(s): assessment (148), collaboration (92), game based learning (181), gamification (78), polls and surveys (48), quizzes (90)
In the Classroom
Use Gimkit as a formative assessment tool for all subjects. Create pretests and allow students to opt out of some introductory assignments and choose other options like research projects or multimedia presentations. If you want to share a quiz as a class, project a quiz onto your interactive whiteboard and discuss question options together. Use the data collected from student quizzes to guide instruction both individually and for whole groups. Don't forget to take advantage of already created quizzes found on the site and available to import from Quizlet! For the live game student limit, try having Gimkit at a "center" or "station" that students rotate through over a week.Add your comments below (available only to members) | Become a Member
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Room Escape Maker - doctorfou.com
Grades
8 to 12This site includes advertising.
tag(s): game based learning (181), gamification (78), makerspace (43)
In the Classroom
Increase student engagement in any subject through this form of gameplay! Create games to introduce main concepts within the escape room. Ask students to create a game using the information they have learned to share with fellow students. Before creating a game, have students map out information and strategies they will include in a blog format using a tool like edublogs, reviewed here. Ask fellow students to share comments describing their problem-solving process as they try to escape the room.Add your comments below (available only to members) | Become a Member
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Goosechase edu - Andrew Cross
Grades
3 to 12tag(s): creativity (90), DAT device agnostic tool (147), game based learning (181), gamification (78)
In the Classroom
Use GooseChase in your classroom as part of your project based learning activities. Assign a series of activities to groups for completion. Differentiate projects based on student interest and ability. Use one of the many educational games already in the library to see great examples of how to use GooseChase for any subject area. GooseChase would be an excellent addition to staff meetings. Have participants locate information on websites, textbooks, or throughout your school as part of professional development. Create a GooseChase for students as part of a nature walk outside of your school, ask younger students to find different geometric shapes, or have students draw pictures of main characters in books as part of a GooseChase mission.Edge Features:
Includes an education-only area for teachers and students
Requires registration/log-in (WITH email)
Premium version (not free) includes additional features or storage
Multiple users can collaborate on the same project
Includes teacher tools for registering and/or monitoring students
Requires download/installation of software
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Badge List - Knowledgestreem
Grades
K to 12tag(s): assessment (148), behavior (45), classroom management (122), game based learning (181), gamification (78), organizational skills (87)
In the Classroom
Badges are the "stickers' of today and much more. Use Badge List to keep track of student progress with large assignments, rewarding badges for each completed step. Present awards using badges such as Student of the Month, Math Hero, Perfect Attendance, and more. Share this site the first week of school as you set up your classroom expectations. Autistic support and behavior support teachers will find this tool useful and easy to use for reinforcement and tracking. Gamify your class using badges as reward levels. Challenge students to progress through different achievement levels by providing badges along the way. Share student login information with parents so they can track progress and accomplishments at home. (Be sure to keep the login information yourself, just in case students misplace their login). Keep track of mastery of various topics or skills, much like a sticker chart! Students can embed their class badges in other sites, such as personal blogs, using the embed code.Edge Features:
Parent permission advised before posting student work created using this tool
Includes Interaction w general public/ public galleries with unmoderated content
Requires registration/log-in (WITH email)
Premium version (not free) includes additional features or storage
Products can be embedded
Includes teacher tools for registering and/or monitoring students
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Quizalize - Zzish
Grades
4 to 12tag(s): differentiation (88), game based learning (181), gamification (78), polls and surveys (48), quizzes (90)
In the Classroom
Make a class challenge! Create practice quizzes to review the material just learned in class. Use an interactive whiteboard or projector for students to view the "leaderboard" (teacher dashboard) as in a game. Students score more points by answering questions quickly. As with other tools with a leaderboard, it is helpful to have a collaborative environment where competition is not the goal, instead working together and improving is important. Use Quizalize as a formative assessment and to differentiate to see what material needs more review with classes (or individual students). Use this tool often to obtain a snapshot of each student's understanding of content (subtopic/standards); quickly see who understands a concept and who needs some individualized practice. Share with students as a resource for creating quizzes for studying at home. When students are using surveys and polls for reports, introduce them to Quizalize since it works on any device. Share quizzes with your fellow teachers.Add your comments below (available only to members) | Become a Member
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Plickers - Nolan Amy
Grades
1 to 12This site includes advertising.
tag(s): assessment (148), DAT device agnostic tool (147), game based learning (181), gamification (78), qr codes (16), questioning (35), quiz (66)
In the Classroom
Create greater student engagement and increased student interest in your classroom with Plickers. Students give their input anonymously. Print out Plickers' cards and hand out to students. Use an interactive whiteboard or projector to explain how the Plickers cards work. Create questions, with or without images, and add multiple choice answers. Project your questions and possible answers. Have students hold up their card in the position that reflects their answer. Use your mobile device and Plickers mobile app to scan the cards. You will see a bar graph with student responses on your mobile device. These can be saved to your Plickers account. Use Plickers to answer exit questions or to see what students remember from the previous day. Use for formative assessment to identify misconceptions that students may have at the start of a unit. There are cards with larger fonts for young students or the visually impaired. ENL/ESL teachers could use this for vocabulary or sentence structure practice. Unless your school or district has access to a matte-finish for laminating or matte-plastic pockets, you may want to collect the cards at the end of class.Edge Features:
Includes an education-only area for teachers and students
Requires registration/log-in (WITH email)
Includes teacher tools for registering and/or monitoring students
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Quizizz - Quizizz
Grades
K to 12tag(s): artificial intelligence (141), DAT device agnostic tool (147), differentiation (88), flash cards (42), game based learning (181), gamification (78), polls and surveys (48), quiz (66), quizzes (90), spanish (106)
In the Classroom
Use Quizizz to generate lessons and formative assessments that engage students in learning. Assign solo quizzes for students to review classroom information and easily differentiate learning by adjusting the reading level and content of the questions. Host a live quiz before starting a new unit to guide lesson planning based on students' prior knowledge. Create and share flashcards with students to use as a study tool, build flipped learning lessons using the interactive video option, or use AI features to generate questions using your documents and websites.Comments
Great way to conduct formative assessments that students love! Its got a great quiz creation interface and many useful customization options too.Deepak, , Grades: 0 - 12
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Factile - (was Jeopardy Rocks) - Solis Creative LLC
Grades
3 to 12tag(s): gamification (78), quiz (66), quizzes (90)
In the Classroom
Jeopardy games are a great way to review all types of information, in any subject, with your students. As part of the review, have small groups of students take a category and create the Jeopardy game. Have students create a Jeopardy quiz for their classmates to take after they give a presentation. Learning support teachers may want to have small groups create the review quizzes since creating the quiz is a great way to reinforce content. Share a link to any Jeopardy Rocks activity on your class website or blog for student use at home.Add your comments below (available only to members) | Become a Member
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Random Name/Word Picker - Russel Tarr
Grades
K to 12tag(s): classroom management (122), Teacher Utilities (158)
In the Classroom
The obvious use for this tool is for selecting students to answer a question or do an activity. Other uses could include forming groups/pairs or creating seating charts. Allow students to use it when it's time to choose the next student. Instead of names, enter activities for P.E., rainy day recess activities, the next book your class will read together, or anything where you need to make a choice. Use for vocabulary practice, too. You may want to save one wheel as a template when you know you'll be selecting several students. That way you can remove names from the list on the wheel you are using, but will have the original for the next time.Add your comments below (available only to members) | Become a Member
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Wheel Decide - wheeldecide.com
Grades
K to 12tag(s): classroom management (122), gamification (78), probability (97)
In the Classroom
Use Wheel Decide to select a student to do an activity or to answer a question. Allow students to use the name generator to choose which classmate comes next. Create your class name wheel and SAVE it to use throughout the year. Use Wheel Decide as part of a probability unit to chart how often names or items appear with random spins (be sure not to remove them from the list as they appear). Create custom wheels throughout the year to help with decisions such as students' choice activities, options for games at indoor recess, or subjects for reports.Add your comments below (available only to members) | Become a Member
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Fake iPhone Text - fakeiphonetext.com
Grades
2 to 12This site includes advertising.
tag(s): creative writing (121), digital storytelling (152), gamification (78), writing prompts (58)
In the Classroom
Have students create texts between two characters from a book or two famous people. Create short poetry in text message form. Provide some opening text and ask students to write their ideas for the other person's answers. Use a text sequence as a prompt for creative writing. Have students practice creating a short dialogue or questions and answers. Create a fake text of a conversation and have students use inference skills to determine what happened before and after the conversation. Teach proper texting etiquette and digital citizenship using this tool. Use a fake text on your interactive whiteboard (or projector) to display word definitions in a new way. Create fake texts of homework or project reminders and post them on your class wiki or web page. Make fake text book promotions to share on the dust jackets.Add your comments below (available only to members) | Become a Member
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Playfic - Andy Baio and Cooper McHatton
Grades
4 to 12tag(s): creative writing (121), creativity (90), digital storytelling (152), gamification (78), mysteries (19), puzzles (142)
In the Classroom
"Gamification" of learning is a hot topic in 21st century learning. Use this simple tool to make it happen. Use for any digital storytelling: fact or fiction. In social studies, have students create an interactive game based on life during the Depression or any historic era. Have them create a "Where in the world is ..." for geography. World language students could make a simple game (in the language they are studying) about daily life. Gifted students will love creating games on their favorite topics, so make this a research-and-create-a-game approach for independent projects. Science students could make a game about what might happen in certain weather or life as a fossil. Have your language arts students create mystery or survival stories or even a different ending to a story you've read together. Warning: all stories are PUBLIC and your students will be able to view other's stories. You'll either want to have a class account or monitor this closely.Add your comments below (available only to members) | Become a Member
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Stencyl - Stencyl, LLC
Grades
6 to 12This site includes advertising.
tag(s): game based learning (181), gamification (78), quizzes (90)
In the Classroom
Create games for student review and/or practice, or use to assess knowledge before and after a unit. View example games for an idea of what you can create using this tool. One of the best learning tools for kids is to have them create their OWN games. Use your own teacher account so you do not need student emails at school. Ideally, students can create games for either learning or review for their fellow classmates. Assign a small group of students to create a game and then act as "host" to present their research information on a topic and keep the "audience" engaged. Learning support teachers might want to work together with a small group of students to create review games on a projector or interactive whiteboard. The process of creating the game provides another layer of review/practice before students play the game for more repetition.Edge Features:
Parent permission advised before posting student work created using this tool
Includes Interaction w general public/ public galleries with unmoderated content
Includes social features, such as "friends," comments, ratings by others
Requires registration/log-in (WITH email)
Premium version (not free) includes additional features or storage
Requires download/installation of software
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ClassDojo - Sam Chaudhary and Liam Don
Grades
K to 8Please be aware that ClassDojo falls under the FERPA laws for "directory information" and "educational records." Any school getting funds from the Department of Education (public schools) is required to disclose to parents and get written consent to use ClassDojo with their child.
tag(s): behavior (45), classroom management (122), DAT device agnostic tool (147), game based learning (181), gamification (78), Special Needs (56)
In the Classroom
Consider using this program to reward a group of the week. Award points for positive behaviors such as participation, helping others, creativity, hard work, or create your own categories. Using ClassDojo for group behaviors will give immediate feedback to students if projected on your whiteboard or your projector. Use this tool to help your unfocused students stay on task. Share this site with students on the first day of school as you go over class expectations and your behavior plan for your classroom. Use ClassDojo to offer both negative and positive feedback to parents and students.Are you a regular education teacher with special education students mainstreamed into your classroom? Use Class Dojo to privately keep track of student behaviors and send a report to special education teachers or parents. This could be invaluable to a life skills, autistic support, gifted, or emotional support teacher who needs to track the behavior of each of the students as part of an IEP/GIEP. Alternative ed programs may find this tool very useful, as well, even up through high school.
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