Let's start the game!
The idea of gamification in the Bravomy e-learning platform aims to create an attractive, interactive and child-friendly educational space that supports the learning process in the field of a healthy lifestyle. The key goal of this gamification is:
Motivation to learn: Gamification aims to motivate students from grades 4, 5 and 6 of primary school to actively participate in the educational process related to the topic of a healthy lifestyle, including eating habits, health awareness and the benefits of physical activity. Points and prizes provide an incentive to further develop knowledge.
Engaging students: By introducing elements of competition, achievements and rewards, the platform becomes a place where learning becomes interactive and enjoyable. Students can compete with each other, which adds an element of excitement and fun to the learning process.
Progress monitoring: Thanks to the system of awarding points for various actions, teachers and students can monitor learning progress. Students see how much they have already achieved and what goals still lie ahead of them, which can motivate them to continue being active.
Interdisciplinary education: The Bravomy platform integrates knowledge from various fields, such as science, health, nutrition, physical activity, which supports interdisciplinary education.
Gamification points are awarded for various actions, such as registering, completing a course, passing a quiz, or participating in discussions. Rewards such as badges and certificates provide additional incentive to continue learning. The ultimate goal of gamification in the Bravomy platform is to increase students’ knowledge about a healthy lifestyle and develop their ability to learn independently in these areas.
Dear Students!
We have an amazing opportunity for you that will make learning not only interesting, but also full of emotions and challenges! We would like to invite you to actively participate in the challenges presented on our Bravomy e-learning platform, where a healthy lifestyle becomes a fascinating topic.
As part of our project, we would like to offer you something more than ordinary lessons. We want learning to be an adventure and a healthy lifestyle to become a passion for you. Gamification on the Bravomy platform is a unique opportunity to immerse yourself in the topic of healthy eating, physical activity and general well-being.
Our goals are clear:
We want to inspire you to actively participate in the process of learning about a healthy lifestyle. Together we will discover the secrets of healthy eating habits, health awareness and the benefits of physical activity.
By introducing competition, achievements and prizes, we have created a space where learning becomes exciting and enjoyable. Now you can compete with your peers and add a bit of competition to the learning process.
Thanks to our scoring system for various actions, both teachers and students will be able to track their learning progress. By looking at your achievements, you will be motivated to continue developing and exploring new knowledge. You can compete individually and between classes. May the best win!
Our platform integrates knowledge from various fields, such as science, health, nutrition, and physical activity. You will discover how many areas of life are interconnected and how a healthy lifestyle affects your well-being.
Remember that earning points in our gamification is just the beginning. Be active, have fun learning and gain knowledge about a healthy lifestyle. We are convinced that together we can achieve amazing results and increase the level of your knowledge, thanks to which you will be able to live well and healthily.
We are waiting for you on the Bravomy platform, where a healthy lifestyle becomes a fascinating challenge!
Dear Teachers!
Encourage students to participate in gamification to gain exceptional effects:
- Clarify the goals: First, before introducing students to gamification, carefully explain the goals and benefits of participating in this innovative form of learning. Post the above introduction on the bulletin board or share with students as background information.
- Describe the rewards: Use attractive rewards designed in the platform that students will be able to earn through gamification. There are certificates, badges or points that translate into success on the educational path. You can add an additional dimension to gamification by planning physical rewards, in the form of printouts, a ceremonial award ceremony or awarding medals to the best students or classes.
- Encourage competition: Introduce the spirit of competition, but balance it with the spirit of fair play. Encourage students to compete with themselves and others, but emphasize that participation and learning are most important. Encourage students to support each other’s efforts and share their achievements with each other.
- Offer flexibility: Give students the opportunity to choose whether they want to participate in gamification and to what extent. Let it be voluntary and tailored to their preferences. Don’t punish with bad grades and minuses. The best way to encourage student participation is to support students’ intrinsic motivation.
- Prepare a variety of challenges: Create a variety of challenges and activities that encourage students to actively participate. Make sure they are tailored to the students’ level of difficulty and interests.
- Monitor progress: Create a progress tracking system that allows teachers and students to monitor achievement. Provide students with tools to assess their performance and goals to achieve. In the platform, student progress and unlocked levels are visible in the student profile as well as on the group board.
- Be open to suggestions: Listen to students’ feedback and be willing to adapt gamification based on their ideas and suggestions.
- Emphasize the value of education: At each stage of gamification, emphasize that the goal is not only to compete, but also to acquire knowledge and develop skills related to a healthy lifestyle.
- Create a positive atmosphere: Encourage cooperation and support among students. Create a positive atmosphere in which learning becomes pleasure.
- Encourage curiosity: Provide questions, tasks, and challenges that will stimulate students’ curiosity and encourage them to further explore the topic of healthy living. You will find many ideas for questions and tasks in the lesson plans.
Example of gamification scenario
Carrot Group:
Zosia Radish
Hania Kale
Mateusz Leek
Meaball Group:
Marcin Thigh
Karolina Salad
Bartek Compote
Teacher:
Janka Pasternak
Students from class IV are divided into two competing groups of three people with similar competencies and engagement. They will compete in two categories: individual and group. Both groups have the same task, which is to quickly go through and absorb knowledge from all lessons in the interdisciplinary block for the fourth grade and acquire 6 badges, which are the rewards in the gamification. To conduct the gamification, Mrs. Janka created two groups on the BravoMy platform to track students’ progress and the leaderboard. Students will have a full month to complete the task.
Students will be motivated by congratulatory messages appearing in the platform after completing each lesson. After completing three consecutive lessons, a graphical badge related to the covered topics will appear in the student’s profile. Mrs. Janka also utilized downloadable materials and printed an achievements poster, which she will attach to the magnetic board in the classroom. She will move magnetic nameplates with students’ names and points every day to showcase their efforts to the entire class, fostering external motivation through healthy competition.
Additionally, Mrs. Janka printed sheets with badge stickers and will hand them out to students when the corresponding badges appear in their profiles. The winning team will have the right to choose a healthy snack that will be served during the summarizing lesson, where students will be awarded diplomas, the templates of which are available for download in the teacher’s section on the BravoMy platform.