Gamification – come, play, win

 The program section Gamification will deal with approaches to problem solving, which are often used in industry and can be applied in education, too. It represents one of the pedagogical approaches that strengthens the students’ active involvement in learning through activities. By means of gamification students develop various skills and in-depth knowledge, since how they learn is more important than what they learn. Can elements of game, such as counting points, competing with others and roleplaying, influence the motivation for learning? How can we apply them in technology-supported teaching? The aim of gamification (game-based learning) is not changing learning to playing, but exploiting the game elements for keeping attention, perseverance and enjoyment.

We will tackle the question how to organize the learning process to make learning interesting, to make students feel appreciated and included, to set free their creativeness, and to enable them to make the best of things in unpredictable circumstances. Our focus will be set on the examples and solutions of how to apply technology in educational practice by means of gamification.

It’s gametime, I don’t think it’s playable. (author unknown)

 The program section comprises three parts:


Teachers’ voices

Presentations in the form of a gameful idea market. The participants will take part in the game of presentations and evaluate the gamefulness of ideas. We will take the game seriously.

Plenary session

Plenary presentations.

Group Discussion

After the plenary session, all the participants will discuss the reference points prepared in advance:

• what I saw,
• how I understand it,
• how I could apply it in my own practice.

Panel discussions will be chaired by moderators. Conclusions will be presented at the final panel discussion.

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