This course is FREE with an Online Subscription

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




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

    • Teacher Activity - Build a Reflective Kahoot Challenge

    • Blooket for Practice, Motivation and Mastery

    • Teacher Activity - Blooket Planning Template

    • Quizizz for Feedback, Differentiation and Goal-Setting

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

    • Teacher Activity - Quizizz Planning Template

    • 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.