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Now That's What I Call Gamification '26: Kiss Guessing Games Goodbye!

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Session description

Level up your teaching in this hands-on session that reimagines review through the power of play. Discover how classic game mechanics—like leaderboards and progress bars—can foster creativity, collaboration, and critical thinking while offering authentic learning experiences that technology can’t replicate. It’s time to play—with purpose.

Outline

Outline: Content, Engagement, Time, and Process (60 minutes)

0–5 min | Launch In Medias Res – Hook & Framing

Begin with a fast-paced opening challenge (mini-game or poll) to model how immediacy and curiosity activate engagement.

Establish the session’s purpose: replacing compliance-driven review with authentic, gamified learning rooted in UDL principles.

5–15 min | Big Picture – What Makes Learning Stick

Unpack research from Fully Engaged and Playing with Purpose: dopamine, momentum, feedback loops, and learner autonomy.

Participants reflect with partners on lessons that “stuck” and identify common engagement patterns.

15–45 min | Core Gameplay – Gamified Strategies in Action

Countdown of classroom-tested examples inspired by the core game design principles we've explored in each of our books.

Every 5–7 minutes: new demo and audience participation.

Example 1 – Golden Treasure Map: Self-paced exploration and choice architecture.

Example 2 – In Medias Res Debate: Scenario-based entry for critical thinking.

Example 3 – Mixed Mental Arts: Rapid connection challenge for collaboration and retrieval.

Example 4 – Progress Bar Power-Up: Visible momentum tracking for motivation.

Attendees act as the “class,” play the activities, and debrief each for alignment with UDL (multiple means of engagement, representation, expression).

45–55 min | Design Sprint – Build Your Own Challenge

Small groups remix one idea for their content area using a provided quick-build template.

Peer feedback rounds modeled on rapid-iteration game design.

55–60 min | Reflection & Encore

Whole-group reflection on key takeaways: curiosity, autonomy, and community.

Exit prompt: “How will you make learning feel like play tomorrow?”

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Outcomes

After this session, participants will be able to design and implement gamified learning experiences that foster creativity, collaboration, and authentic engagement. They will identify key game mechanics, integrate digital tools to support equity and access, and create ready-to-use frameworks that transform lessons into meaningful, student-centered adventures.

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Supporting research

Matera, M. (2015). eXPlore Like a Pirate: Engage, Enrich, and Elevate Your Learners with Gamification and Game-Inspired Course Design. Dave Burgess Consulting.

Meehan, J. (2019). EDrenaline Rush: Game-Changing Student Engagement Inspired by Theme Parks, Mud Runs, and Escape Rooms. Dave Burgess Consulting.

Matera, M. & Meehan, J. (2021). Fully Engaged: Playful Pedagogy for Real Results. Dave Burgess Consulting.

Matera, M. & Meehan, J. (forthcoming, 2025). Playing with Purpose: Universal Design for Learning in an Age of Change. Dave Burgess Consulting.

Meyer, A., Rose, D. H., & Gordon, D. (2014). Universal Design for Learning: Theory and Practice. CAST Professional Publishing.

Novak, K. (2019). UDL Now! A Teacher’s Guide to Applying Universal Design for Learning in Today’s Classrooms. CAST Professional Publishing.

McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press.

Coyle, D. (2018). The Culture Code: The Secrets of Highly Successful Groups. Bantam Books.

Dweck, C. (2006). Mindset: The New Psychology of Success. Random House.

CAST (2022). Universal Design for Learning Guidelines, Version 3.0. Retrieved from https://udlguidelines.cast.org

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Presenters

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Co-Founder
EMC² Learning

Session specifications

Topic:

Innovative Learning Environments

Grade level:

PK-12

Audience:

Teacher Development, Teacher Prep, Teacher

Attendee devices:

Devices not needed

Subject area:

Interdisciplinary (STEM/STEAM), Teacher Education

ISTE Standards:

For Educators: Learner, Leader, Designer