Gamifying the Classroom: Using MCU Storylines and Collecting the Infinity Stones for Student Engagement
Ghazali bin Abdul Wahab
An educator interested in AI in education, positive psychology and professional teacher development | Training | Coaching for self-improvement | Learning and Development
Mid terms are over. In the weighted assessment, a class that I teach Literature achieved 100% passes and half the class scored a distinction (>70%). What is the secret? GAMIFICATION!
Incorporating gamification in the classroom can greatly enhance student motivation and engagement. By introducing elements of play and competition, educators can transform the learning experience into an exciting and interactive journey. One creative way to gamify the classroom is by drawing inspiration from the Marvel Cinematic Universe (MCU) and using its captivating storylines, specifically the quest for the Infinity Stones, as a motivational framework. In this article, we explore how teachers can leverage the concept of collecting the Infinity Stones to create a gamified learning environment that motivates students and fosters their academic progress.
At the beginning of the academic term or unit, the teacher can introduce the overarching storyline of the MCU, explaining the concept of the Infinity Stones and their immense power. A short screening of several key scenes available on Youtube makes for an interesting introduction to the Infinity stones storyline in the MCU. The class can be divided into groups, each representing a superhero team. Students will embark on multiple quests (lessons) to collect the Infinity Stones, which will be metaphorical representations of various learning objectives or milestones throughout the course.
The teacher can assign different learning tasks, assignments, or projects to each stone. For example, the Power Stone could represent completing a challenging project, the Mind Stone could symbolize mastering complex concepts and the Time Stone could signify meeting deadlines or time management skills. As students successfully complete these tasks, they earn a stone for their team. The progress of each team can be visually represented on a scoreboard or chart displayed in the classroom.
3. Rewards and Benefits:
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To enhance motivation, teachers can introduce rewards and benefits tied to the collection of the Infinity Stones. For instance, each stone could unlock special privileges for the team, such as bonus points, classroom privileges or a chance to choose the topic for a class discussion or activity. The team that successfully collects all the stones could be rewarded with a special class celebration or a movie screening of an MCU film.
4. Collaboration and Competition:
Gamification provides an opportunity for both collaboration and healthy competition among students. While working towards their team's goals, students can collaborate, share knowledge and support one another. They can also engage in friendly competition with other teams, encouraging healthy rivalry and a drive to excel academically. I found the sense of teamwork and camaraderie developed through this gamified approach promotes a positive classroom atmosphere.
5. Progress Tracking and Reflection:
Regularly tracking and reflecting on individual and team progress is vital to the gamification process. Teachers can provide feedback and updates on the status of each team's progress, allowing students to self-reflect on their contributions and areas for improvement. Periodic checkpoints can be implemented to review each team's accomplishments, strategize for upcoming tasks and discuss any challenges faced.
By incorporating the concept of collecting the Infinity Stones from the MCU, teachers can effectively gamify the classroom and foster student motivation. As students actively participate in the quest for the Infinity Stones, they not only engage with the academic content but also develop important skills such as teamwork, goal-setting and perseverance. I discovered that by infusing the classroom with elements of play and storytelling, teachers can create a dynamic and engaging learning environment that sparks students' curiosity and fosters academic success.
ADHDer, Founder & Director at Unlocking ADHD Ltd | Finalist, Straits Times Singaporean of the Year 2022 | Singapore's 40-over-40 Inspiring Women 2021
1 年This is awesome.. Gamification is an effective way to engage ADHD students and other students to engage with the content being taught ??????