Gamification
"Gamification is a method which uses specific, limited combinations of game mechanics, elements and dynamics (MED's) in a non-game context to influence associated behaviors" (Taylor, 2020).
​
In simpler words, gamification is a strategy that can be used in an educational setting to improve the academic and socio-emotional behaviors of students. Successful gamification combination uses a specific combination of game-like aspects to simulate game play in the classroom. These aspects refer to three different components of a game: mechanics, elements, and dynamics (MED's). Read more about game MED's and gamification theory by clicking on the button to the left.
The goal of using gamification in the classroom, is typically to change behaviors related to improved motivation, engagement, and success in academics. By implementing certain game-like aspects (game MED's such as competition, points, badges, and role-playing) into the daily routines of the classroom, a teacher can aim to influence those behaviors in ways that encourage positive changes in the students.
Source: (Taylor, 2020)
The Universal Design for Learning (UDL) is an educational design framework that values and plans for diversity, allowing teachers to enable equity in their classrooms. UDL is based on the three design principles explained below (multiple means of engagement, representation, and action and expression.) Implementing these principles in the design of curriculum ensures accessible educational content which creates expert learners who are:
​
Purposeful & Motivated
Resourceful and Knowledgeable
Strategic and Goal-Directed
Multiple Means of Engagment
Multiple Means of Representation
The Affective Networks of the brain relate to the "why" of learning. Every learner has a different way in which they can be motivated to learn and stay engaged with learning.
A universal design for learning provides options for:
​
Recruiting Interest
Sustaining Effort & Persistence
Self Regulation
​
The Recognition Networks of the brain relate to the "what" of learning. Every learner has a different way in which they perceive and comprehend information presented to them .
A universal design for learning provides options for:
​
Perception
Language & Symbols
Comprehension
​
Multiple Means of Action & Expression
The Strategic Networks of the brain relate to the "how" of learning. Every learner has a different way in which they can best navigate the learning environment and express their knowledge.
A universal design for learning provides options for:
​
Physical Action
Expression & Communication
Executive Functions
​

Source: (CAST, The UDL Guidelines, 2020)
Universal Design for Gamified Learning
This guide aims to provide a design plan for teachers who wish to implement gamification in an inclusive classroom. Combining the design principles of the Universal Design for Learning and the theory of gamification, this guide is a go-to source for the how-to's of planning a universally-designed gamified classroom. In this guide you can find a step-by-step plan to designing your gamified inclusive classroom, as well as helpful resources, advice, and common strategies to consider throughout your designing process.
Explore the whole site to get a full understanding of Universal Design for Gamified Learning or jump right in and start planning your gamified inclusive classroom:
