Activity 4: Gamification with Deck-Toys

Description of the activity: Gamification with Deck-Toys – poking around for teachers
Using gamification with the tool ‘Deck-Toys’ is an innovative means to stimulate the motivation of the students. It can be used to evaluate, to process learning material, to present, to reflect, to design simple escape rooms and much more.


When we play a game, we produce dopamine, a substance related to learning and memory. When we experience pleasurable sensations, such as solving a problem, we release dopamine. The interesting thing about this is that we tend to repeat any action that gives satisfaction because it is essentially a reward.


Deck-Toys is a program that allows you to easily design learning paths for students based on existing material. It can also be deployed synchronously and asynchronously. Within the design you can create one or more routes so that students can determine their own routes. The use of many small feedback moments ensures that intrinsic motivation is stimulated.


The program gives the teacher the opportunity to innovate existing programs, to reshape and organize existing material. Students already experience the program as innovative. Programs that create an innovative atmosphere work on an innovative culture. Of course, the content is decisive. This can be a lesson about innovation, but also, for example, a physics lesson about ‘movement’ or a lesson about emotions, language, etc.


An example to poke around: the soft skills deck. Open it here.

You can watch a short instructional video of this innovative digital program to gamify existing material here.

Materials used and organization:
Laptop
Existing lesson (preferably about innovation)
The Deck-Toys program is free to try
Group size: snooping teacher & tutors

Steps

  1. Open this link
  2. Sign in as : Guest Student
  3. Browse the soft skills deck.
  4. 4 If you are interested: you can watch a short instructional video of this innovative program here.

With this activity you have achieved the following objective:

  • Innovating is also snooping around. There is even a difficult word for it: ‘serendipity’.
    (Serendipity is finding something unexpected and useful while looking for something completely different.)
  • Reorganizing and designing existing material is innovative.
  • A teacher who is innovative himself is an example for students.
  • A teacher who innovates creates an innovative culture and enthusiasm.
  • A teacher who, together with the students, reflects on the ‘new’ structure of the lessons is innovative.