Saturday 13th June, 9.30am, something weird, wonderful, playful was starting to take place in the depths of the Asturian Cuenca Minera (mining region), more specifically at the Aula Cultural of Sotrondio, #tlgevent was taking off. The Learning Games multiplier event had been creeping in the shadows of the gamification sphere for months and, now, it was springing in full swing.
The programme was diverse, with the overall idea of giving the attendants different options that adapted to their personal interests. After all, gamification is about motivation and creating a learning environment where each participant is targeted as an individual.
The event was structured in two very different parts: the first one where the project and IO was presented and explained, and a second one where different workshops were held by relevant gamification experts from different fields.

Presenting the project and Classquest

The presentation of the project, which was also streamed live on our YouTube channel, started with greetings from the educational authorities, which highlighted the need for new methodologies that cater for the students of the 21st century but that also cater for the need of the teachers to be valued again and become the lighthouse those students need to realise their full potential.
Prof. Mathias Fuchs, PhD, from the Gamification Lab at the University of Lünenburg (Germany), joined us from Germany to give the keynote speech about the history of gamification in education (which, by the way, is part of a publication called Rethinking Gamification, which makes a wonderful reading that can be obtained for free here).
The main talking part, The Learning Games project, came right after that. We (Oscar González, Mary Cruz Crespo, Farad Raissa and Simge Kaytan) narrated the bumpy and fun journey that took us from idea to Classquest, emphasising gamification as a relevant way of promoting motivation in the students but also how regular feedback allows students the chance to modify their behaviours. After all, gamification is about creating a learning environment where each participant is targeted as an individual. Our gamification experts in the public also interacted with the narration in this part.

After the break, we moved to our school, IES Juan José Calvo Miguel, where we held the different workshops imparted by well-known experts (some of which have been regulars at the Gamification World Congress):

The workshops were organised in time bands and thematic journeys, with the possibility of changing among them at wish. Some of them were also offered both in Spanish and English and all the bands offered a practical workshop on our tool, Classquest.
The approach was really successful, since all the experts could work in small groups, which greatly helped individualising the experience.

Overall, a wonderful gamification day, full of memorable moments with our great experts and more than satisfied attendants, which almost serves as an ending to a successful project on gamification that makes us very proud.

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