Course Description
Designed for secondary teachers interested in gamification, this course explores how to bring game-based elements into the classroom to boost engagement, motivation, and classroom culture. The focus is on game mechanics—not just games for play—including XP, quests, levels, and learner roles.
Participants will explore how to combine low-tech classroom strategies with tools such as Kahoot, Blooket, and Quizizz, and how to design narrative-driven, curriculum-aligned units that incorporate progression, rewards, and meaningful feedback.
Grounded in adolescent motivation theory, the course offers practical, classroom-ready approaches to make learning feel more like a game—and more enjoyable for students. Ideal for educators specifically interested in applying gamification in a purposeful, practical way.

Audience
Ideal for secondary teachers who are specifically interested in using curriculum-aligned gamification to boost student engagement, motivation, and classroom culture.
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