This course is FREE with an Online Subscription

Course Description

Boost student engagement and motivation in secondary classrooms through purposeful, low-tech gamification. This course shows you how to use tools like Kahoot, Blooket, and Quizizz alongside classroom-based strategies like XP, quests, and learner roles to enhance collaboration, formative assessment, and classroom culture. Grounded in adolescent psychology and motivation theory, you will learn to design a curriculum-aligned unit using narrative, progression, and meaningful feedback—no specialist software required.



Audience

New and experienced secondary teachers looking to make learning more engaging through purposeful, curriculum-aligned gamification.


Teaching Standards

3.4.2 Proficient Level - Plan for and implement Effective Teaching and Learning - Select and use resources: Select and/or create and use a range of resources, including ICT, to engage students in their learning

3.3.2 Proficient Level - Plan for and implement Effective Teaching and Learning - Use teaching strategies:  Select and use relevant teaching strategies to develop knowledge, skills, problem-solving, and critical and creative thinking




$119 + GST - Individual Enrolment


FREE with  Online Subscription

Course curriculum

  • 1

    Introduction

    • Welcome

    • Acknowledgement of Country

    • Learning Objectives

    • Teaching Standards

  • 2

    Module 1 – The Psychology of Play in Teen Classrooms

    • Introduction

    • Gamification vs Game-Based Learning

    • Why the Teenage Brain Craves Gamification

    • Gamification for Senior Students: Beyond Points and Play

    • Self-Determination Theory and Teen Motivation

    • Competition vs Collaboration – Choosing Your Dynamics

    • Class Activity – Motivation Mapping

    • Reflection Question

    • Reference List for Module 1

  • 3

    Module 2 - Core Game Mechanics for Classroom Design

    • Introduction

    • What Are Gamification Mechanics?

    • Using Powers as Motivators

    • Quests: Framing Learning as a Journey

    • Core Game Mechanics & Pedagogical Alignment

    • Class Activity - Core Mechanics Planning Matrix

    • Reflection Question

    • Reference List for Module 2

  • 4

    Module 3 – Gamified Tools for Feedback and Thinking

    • Introduction

    • Reframing Kahoot – From Recall to Reasoning

    • Tool Features and Pedagogical Strategies

    • Blooket for Practice, Motivation and Mastery

    • Quizizz for Feedback, Differentiation and Goal-Setting

    • Quizizz for Senior Students: Insight, Engagement, and Mastery

    • Teacher Activity - Build a Reflective Kahoot Challenge

    • Scenario Activity

    • Reference List for Module 3

  • 5

    Module 4 – Designing Gamified Learning

    • Introduction

    • Gamifying Your Daily Routines

    • Behaviour and Mindset Shifts Through Gamification

    • What Makes a Unit Truly Gamified?

    • Planning Your Gamified Unit

    • Class Activity - Gamified Unit Design

    • Reflection Question

    • Wrap Up

  • 6

    Course Feedback

    • Course Feedback

Features of TTA Online PD

  • Availability

    Online courses are available 24/7. Designed to be done in your own time at your own pace.

  • Money back Guarantee

    If you complete less than 25% of an online course and aren't completely satisfied, let us know, and we will cancel your enrolment and provide a full refund.