Best Gamification in Learning

Recognizes the education solution that best uses gamification or game theory to motivate users to achieve desired results and promote desired behaviors in a learning environment. The winning solution successfully integrates game mechanics with training content to maximize enjoyment and engagement and inspire users to continue learning.

Action Math Baseball - eLEARNster, LLC

Action Math Baseball is an online simulation that supplements Grades 4-7 Curriculum with authentic math activities. This real-world simulation engages girls and boys in student centered learning as they manage their own Major League All-Star team. Supports the classroom or single-user and participation in the program requires no previous experience with baseball.

 

The simulation is based on the Major League Baseball teams, players and batting statistics. Each year, the software is updated to include the starting lineup for each MLB team and their most recent batting stats.

Students are challenged with the following activities:

  • Analyze batting stats to select each player’s best year.
  • Build probability wheels representing the likelihood of 8 batting outcomes.
  • Set batting order to optimize runs.
  • Draft new players to improve their All-Star team.
  • Compete against classmates, 30 MLB teams and the Negro League All-Stars.
  • Rank their team's performance on the Action Math Baseball Leaderboard website.

This research-based program leverages established learning techniques that promote student growth and participation and provides strategies, corrective feedback, reference materials, and instructional videos and graphics.

The software is easy to use for both teachers and students and available 24/7 via the Internet from desktop Windows or Macs, iPads, Chromebooks or Android Tablets. There are several on-demand video tutorials that guide teachers and students through the interface as well as mini tutorials to help students with the math formulas. The Digital Stadium manages the baseball rules using controls and animation to monitor games. The Scoreboard displays team rosters, batting lineup, hits, runs and outs throughout the virtual game.

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    ExploreLearning Reflex - ExploreLearning

    Math fact fluency is the quick and effortless (automatic) recall of basic math facts. When students achieve automaticity with these facts, they have attained a level of mastery that enables them to retrieve them from long-term memory without conscious effort or attention. Extensive research has demonstrated the critical role of fact fluency in elementary school level mathematics and beyond. The significance of fact retrieval speed is not limited simply to computation — it can enhance performance on math concept problems, word problems, data interpretation problems, and mathematical reasoning items too. Reflex helps students of all ability levels develop fluency with their basic math. It combines research-proven methods and innovative technology to provide the most effective math fact fluency solution available. Reflex offers: • Adaptivity and individualization. Continuous monitoring of each child’s performance creates the optimal experience for every child. • Intuitive and powerful reporting. Educators can easily monitor and support student progress in Reflex. • Anytime, anywhere access. Students build fluency with Reflex anywhere there is an Internet connection. • Fun! Reflex is game-based and highly motivational so students enjoy the learning process. • Outstanding results. Students of all ages and ability levels make great gains with Reflex. In 2021, 4 million students logged on to Reflex, with 9.5 billion math facts solved. We also introduced a new arcade game—Gnome Flowers, adding to the library of nine Reflex games. Reflex can help students with specific learning disabilities such as dyslexia, dyscalculia, autism and cognitive disabilities master basic math facts. Fully adaptive and individualized instruction gives students the early and ongoing progress —and confidence — they need to succeed. And the fun games, milestones, and rewards keep students engaged and motivated as they learn. In Reflex, students create an avatar that looks just like them as their “character.” Reflex offers a wide variety of skin tones, hair colors/textures/styles, eye colors, etc. so that avatars can look like students of all races, nationalities, and genders. As students progress in Reflex, they earn tokens, which they can spend on clothes and accessories for their customizable avatar. English Language learners are another group that can find schoolwork challenging and often start from behind the English-speaking students due to a variety of issues. The Reflex student experience is available for students in French, Spanish and English. Students who are finding the math curriculum challenging to follow can at least get a good grounding in math fact fluency and be able to do the same work as their other classmates without worrying about the language barrier. For some students, it is the first real success they have in an English-speaking school, and can help them gain confidence.

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  • Waggle - Houghton Mifflin Harcourt

    Waggle® is a digital, gamified learning solution for grades K-8 that goes beyond adaptive learning to provide personalized practice and instruction to support skills-diversity for in-class centers, independent practice, or remote learning. Waggle ensures an age-appropriate, video-game style experience; the look and feel of the home screen differ for K-2 students and for Grades 3-8 students. The K-2 Student Dashboard, called the “Player’s Pad” is bright, fun, and simple showing students their progress towards saving the Wagglings, mythical creatures that have been scattered throughout the galaxy. After completing each lesson, K-2 students receive a Waggle Bite, which earns them story items and avatar customizations. Each story item unlocks a 2-minute motivational video that tells the story of the Wagglings spread across our earth and how it’s the student’s job to find all the Wagglings by completing lessons and bring them home; all with the help of a friendly fox professor. The Student Dashboard for students in Grades 3 – 8 is more mature with a space-themed avatar and lists out missions (AKA Assignments) and allows students more options to personalize their learning with the goal of getting rewards, badges, and points. Students receive points for positive learning behaviors, badges for everything from skill mastery to completing assignments, and gems for correct answer streaks. Promoting and rewarding resilience builds a growth mindset and empowers students. Students engage in rich multimedia experiences and encounter a wide variety of item types that prepare them for high stakes testing and keep them motivated to continue learning. Interactive lessons use real-world connections to teach math and ELA skills, often opening with videos that offer a visual anchor for the instruction. Accessibility features include real-time hints, text-to-voice audio tools, ELD supports, vocabulary help, and break screens remind students to look for key details while nudging students toward the correct answer. Waggle solves the ongoing challenges for educators of differentiation support and learning recovery by meeting K-8 priority standards for math and ELA. Waggle is easy to use, fits into any core curricula and is ideal for enrichment, summer school, independent practice, homework and more. It is an easy to implement supplemental solution with three ways to assign: teacher-driven, auto-assigned based on grade-level standards, or auto-assigned based on HMH Growth Measure assessment proficiency placement, a benchmarking assessment with results that flow directly into Waggle to automatically assign lessons and practice that target skill gaps. Spanish speaking students have the same lessons in Spanish for grades 3-8. Educators can search for gamified assignments by standard or skill to reinforce core instruction of any ELA or Math program. Waggle is aligned to six core HMH programs and recommends assignments based on embedded scope and sequence.

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  • Beanstack - Zoobean

    Beanstack helps educators and librarians motivate students to read more, together, through reading challenges. Our intuitive web software and mobile app track reading, motivate sustained reading habits, and provide robust real-time data. Ready-made, timely challenge templates inspire students to build regular reading habits by logging their daily reading. Gamification features like badges, streaks, and leaderboards provide intrinsic rewards to motivate students at all reading levels, from reluctant to prolific readers. Students can connect with friends to find reading recommendations, vie to become the top reader in leaderboards and competitions, and build personal reading logs. Developed by a team of former educators, Beanstack’s robust system of reading inspiration empowers educators around the world to build a culture of reading in their schools, so that all students can reap the academic, social, and emotional benefits of reading.

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