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VR Goggles

Media Project

Purpose of the media project

This innovative podcast, "Early Ed Explorers," describes gamification in prekindergarten math education. The podcast is structured around the benefits and practical usage of gamification in the early years of schooling. It centers on a discussion with Dr. Carlos, an education researcher, and former prekindergarten teacher whose discussion will be on how gamification can make math learning fun, engaging, and effective for young children. It also tries to motivate educators to make use of this approach by giving them empirical evidence, personal anecdotes or problems and benefits relating to how gamification is designed for use in classrooms. The ultimate purpose of the podcast is to argue for the uptake of gamification so that to make learning engaging, more interactive and fun for prekindergarten learners.

Podcast or long-form video discussion

Article Rough Draft

Discover how gamification is influencing prekindergarten. The following rough draft examines the benefits and challenges of incorporating gaming techniques into teaching math to three to five year old. Gamification techniques make learning more engaging and compelling, increasing students' motivation, focus, and overall development. Read more about how this technology can change the future of early education and prepare children for a more diverse future.

Digital Resources

In the draft of the article on Gamification: Advantages in the Teaching and Learning Process of Mathematics in Prekindergarten, I have compiled a selection of critical digital resources designed to enrich and elevate the experience of the educational process of our prekindergarten students. These links will take you to platforms that cover a wide range of academic areas, where you will find tools to create interactive games and be able to apply gamification, promoting a comprehensive approach to learning. Here is a small sample of the digital resources I have included:

Breakout EDU:

Breakout EDU gamifies learning to create an engaging and empowering experience for students of all grade levels. Through the library of standards-aligned games, educators can create a student-centered experience that allows students to work together, think conceptually, and use prior knowledge to achieve deeper understanding.

Prezi Video:

Is a video tool that allows you to showcase your educational content while streaming or recording a meeting, achieving a fluid and personalized experience that keeps viewers engaged.

Mentimeter:

Mentimeter tool allows you to create interactive presentations, add questions, polls, quizzes, slides, images, gifs and more, making the class fun and interactive. In addition, it collects surveys, data and opinions from the audience.

Genially:

A multi-tool with various contents designed to gamify the classroom. It allows you to create presentations, infographics, posters, catalogues and images in a simple and intuitive way.

Kahoot!:

It is a tool that allows you to create question and answer games in a very intuitive way. You can create your own quizzes or join one of the many already created, and available for multiple ages and levels. Pure gamification: rankings, learning and lots of fun for a game that is extremely easy to use.

Connection to Innovation Plan

Thus, my innovation plan of integration of gamification into mathematics teaching and learning at the prekindergarten level has a very strong connection to issues broadcasted on the podcast. In light of this fact, it emphasizes how gamification can transform mathematics learning among young children by turning them into engagingly enjoyable activities. This is very consistent with my suggestion of involvement in making the process of acquiring knowledge about mathematics through specially adapted games more rewarding and entertaining.
The podcast and rough draft expand on how gamification increases motivation, decreases stress levels, and approaches meaningful learning through scientific research. The differences, of course, are cortically what my plan desires to derive from bringing some elements of gameplay into the teaching of mathematics.
Moreover, it has been underlined by the podcast and draft that gamification makes all this possible due to its personalization that it responds to any child's needs. This is represented in the way that I proposed to adapt the games according to prekindergarten grade-level children. The use of technology is another common point which could be added, even though this has not been mentioned, so as to further enhance the learning experience. My plan for this innovation goes hand in hand with the present trends in early education, as discussed in the podcast. I will look to apply the principles of gamification in teaching mathematics at the prekindergarten level and, therefore, take a very well-researched and practically proven way that has the potential to turn around how young children learn and relate to mathematics in a more engaging, effective, and enjoyable way.

References

Borrás-Gené, O. (2022). Introduction to gamification or ludification (in education). Madrid. Publications Service of the University Rey Juan Carlos. Retrieve from https://www.researchgate.net/publication/280305526_Fundamentos_de_gamificacion_-_nueva_version_2022_-_httpsburjcdigitalurjcesbitstreamhandle1011520346fundamentos20de20la20gamificacionOriolTICpdf

Ham, H.(2021). 2 Ways to Bring Games Into Your Classroom. Retrieve from https://www.edutopia.org/article/two-ways-bring-games-your-classroom.

Kapp, K.(2012).The gamification of learning and instruction: Game-based methods and 

strategies for training and education. San Francisco: Pfeiffer, 2012. ISBN 9781118096345.

Krath, J., Schürmann, L., and von Korflesch, HFO (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games, and game-based learning. Computers in Human Behavior, 125 (July), 106963. Retrieved from https://doi.org/10.1016/j.chb.2021.106963

Patterson, S.(2015). 4 prácticas recomendadas para implementar GBL. Retrieve from

https://www.edutopia.org/blog/best-practices-implementing-gbl-sam-patterson.

Rodriguez, A., and Gallardo, J. (2019). Gamification in preschool education: A project to increase self-confidence among students by overcoming challenges. Retrieve from https://revistas.ucv.es/edetania/index.php/Edetania/article/view/505/535.

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