Game templates

Gamification is a commonly used term to refer to the application of typical game-playing elements to everyday tasks. This post covers EdApp's game templates, one of our many gamification features.

EdApp’s game templates allow for extended reinforcement of concepts covered by a lesson or course. They each do this in a variety of ways, however most can be integrated with multimedia in order to create an interactive, contextualized and varied game-like interaction.

The key difference between Game templates and other reinforcement templates are Timers, and scoring methods. A Timer is enforced in order to give the impression of urgency to learners, aiding with engagement. A Score is also given to learners - accompanied with a target and star- based rewards - increases the likelihood that learners will repeat the game.

As the objectives of each game is quite varied, in this section we will give a brief overview of each game template, to show the various options possible.

Use of Game Templates 

The Find-a-Word template reinforces the key concepts from the lesson by asking learners to identify keywords from the lesson.

Select the right attribute/s that matches the image prompt that slides up and down the left hand side in the Elevator Game.

Choose the correct word from the bottom of the screen to match the image or word prompt in this Image/Word Match template.

The Jeopardy template is based on the tv game show with the same name. Learners must choose from a pool of questions comprised of different categories. Each question in that category is rated along a scale based on difficulty, with the hardest questions having a high- er amount points. They must answer the true or false statements correctly in order to win points.

Drag the correct letters to complete the word in the Letter Jumble game. A picture or a word can be used a prompt for your learners.

In the Memory game learners must find the matching pairs of tiles. These tiles can be comprised of any combination of words or images.

The Next in Order tests learners on their under- standing of any concept that can be broken down into sequences. They must select the correct answer for the gap in that sequence.

Swipe True or False statements to the corresponding side to earn points, or replace the text with criteria of your own choice.