Review Overview
A. Instruction - 6.3
B. Design - 7.8
C. Engagement - 7.4
7.2
PaGamO: An App for Gamification
Summary : An App for Reviewing Content
PaGamO is a quiz-based app that poses multiple-choice questions to users that they must answer to advance in the game. To begin, users must first register with the app and choose a character. Users will then be able to access the app’s main page, which presents them with three options: Exercises, Main Game, and Settings. The “Exercises” options lets users choose the type of questions they will answer and their main choices are “Saddleback” or “Common Knowledge” questions. The “Saddleback” questions’ main categories include English vocabulary, algebra, and geometry, and each category offers multiple options within it. The “Common Knowledge” category includes Train Your Brain and special questions, and each category offers multiple questions within it. After selecting the category and types of questions they wish to answer, users must tap the “Back” button on the top left of the screen, which returns them to the main page. Next, users must tap the “Main Game” button. At this point, users are presented with both land and sea on their map that is parceled into hexagons, and users must tap a hexagon on the sea and then the “Gold” button on the bottom of the screen. In response, the app will present them with a multiple-choice question. If users answer correctly, land will appear where the sea once was on the mpa and they will earn coins. If they answer incorrectly, no land or coins are gained. For both correct and incorrect answers, the app offers users a “See Explanation” option that offers users a rationale for the question. Finally, the “Shop” option lets users spend the coins they earned for answering questions correctly. This app also includes a “Settings” option that allows users to adjust the music, sound, and language used by the app.
Please Note: There is a web-based version of this game that users are encouraged to visit that can be accessed by clicking here. While reviewing this app, there were times that it froze or aspects of it were underdeveloped. Also, the app included additional features and options that surpassed the scope of this review.
Instructional Ideas
- As an independent activity, teachers can have students use this app during transition times or while waiting for classmates to complete another learning activity or assignment.
- Teachers can start a friendly class competition to see which student can amass the most land in a specific amount of time. To do so, teachers must specify the types of questions students are to answer and ensure they selected them. Next, teachers can set the set time limits for the competition (e.g., a week, two weeks, a month, etc.) and decide if students will have class time for the competition or require students to do it on their own time. After the time limit has passed, teachers can have students present their progress to them and then decide which student won the competition!
- Once students understand the app’s game design, teachers can have students convert it into a board game. To do so, teachers can first place students into groups of 4-8 students. Each student will then be assigned a different topic they studied or section of a text they read. Next, teachers can require each student in the group to create 5-10 multiple-choice questions related to the topic or text they were assigned. Once the questions have been composed, the group will have to construct a themed game board together, such as ancient empires, space or ocean exploration, or another area that can be explored. At this point, each student can select a marker that represents them and they can move around the board. Students can then take turns asking and answering questions to acquire land on the board. The winner is the student who has the most land after all the questions have been answered!
A1. Rigor | |
A2. 21st Century Skills | |
A3. Conn. to Future Learning | |
A4. Value of Errors | |
A5. Feedback to Teacher | |
A6. Level of Material | |
A7. Cooperative Learning | |
A8. Accom. of Individual Diff. |
B1. Ability to Save Progress | |
B2. Platform Integration | |
B3. Screen Design | |
B4. Ease of Use | |
B5. Navigation | |
B6. Goal Orientation | |
B7. Information Presentation | |
B8. Media Integration | |
B9. Cultural Sensitivity |
C1. Learner Control | |
C2. Interactivity | |
C3. Pace | |
C4. Flexibility | |
C5. Interest | |
C6. Aesthetics | |
C7. Utility |