Gamification activity set combining individual and group work with badges for teaching curriculum elements¶
Design · All designs
Evidence · 1 claim (1 for) · 1 study (1 causal),q3· 1 of 1 report an effect size · 1 claim rests on one study
Description¶
The article's gamification-supported teaching process combined five activities spanning both formats: 'Five different gamification activities were arranged to include both individual and group-based approaches for five basic learning outcomes.' Group activities (Curriculum Elements Poster, Content Organization Digital Poster, Evaluation Detectives) earned badges such as Design Expert, while individual competitions ran on Kahoot and Google Form, with reflective journal writing after each session aligned with flexible learning principles.
Design Implications¶
Context¶
Requirements¶
- A badge system defining different success criteria as a personalized feedback mechanism
- Digital platforms such as Kahoot and Google Form allowing students to progress at their own pace
- Reflective journal practice after activities
Constraints¶
- Implemented over a six-week teaching period within the Curriculum Development in Education course, with the same instructor across all four groups
Target Learners¶
- second-year pre-service teachers in English Language Teaching and Primary Education programs
Learning Goals¶
- explaining curriculum elements and the relationships between them
- analyzing types of objectives
- organizing content
- designing learning experiences
- integrating measurement and evaluation approaches
Claims¶
Related Designs¶
Examples¶
-
Key Sources¶
- Uysal, F. (2026). The role of gamification in sustainable teacher education: Examining concept images of curriculum elements using a solomon four-group design. PLOS One, 21(4). https://doi.org/10.1371/journal.pone.0346892
Page metadata
| Field | Value |
|---|---|
type |
design |
id |
gamification-curriculum-elements-five-activity-set |
title |
Gamification activity set combining individual and group work with badges for teaching curriculum elements |
description |
The article's gamification-supported teaching process combined five activities spanning both formats: 'Five different gamification activities were arranged to include both individual and group-based approaches for fiv... |
status |
review |
generated |
by process:settle-candidates on 2026-11-05 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — uysal-2026 |
Frontmatter is the page's machine-readable record — see the Schema & Guide.