This week, we discussed innovative pedagogical approaches and also experienced a game-based learning activity.
We looked at a number of different topics including:
- The ISTE Standards, SAMR, and Accessibility
- Open-Access Publishing as Pedagogy
- WebQuests
- Gamification and Games-Based Learning (the Game of Games!)
The two topics that stood out to me the most were the ISTE Standards, the SAMR model and Accessibility, and the Gamification and Games-Based Learning part.
We started the class off with a poll everywhere activity focusing on the ISTE Standards, SAMR, and Accessibility which was lot of fun. I was not all that familiar with some of the accessibility stuff so it was interesting to learn.
For a quick reference, the ISTE (International Society for Technology in Education) Standards are a “framework that guides educators, leaders and coaches using technology to create high-impact, sustainable, scalable and equitable learning experiences” (International Society for Technology in Education, 2025).

The SAMR Model (Substitution Augmentation Modification Redefinition) is a model created by Dr. Ruben R. Puentedura in 2010. The model lays out four tiers of online learning: substitution, augmentation, modification, and redefinition (Terada, 2020). Each falls under two categories: enhancement and transformation. It is a tool that is meant to help educators with technology integration to ensure that they are not just using technology as a replacement, but as a supplemental tool that can help further their teaching and learning process for their students.

Accessibility focused more on how we can make sure that all our digital resources were accessible to those who may need assistive technology. We discussed the idea of alternative text when using images on websites, incorporating closed captions when using or creating a video, as well as many other important techniques and tools we can use to ensure that all of our digital resources are accessible to everyone.
We then moved on to a really fun topic with Gamification and Games-Based Learning which is an interesting new area of education that is a different way of teaching and engaging students.
We got to experience the concept of Gamification and Games-Based Learning through a fun group competition called: The Game of Games!
This activity had us split into breakout groups and we were tasked with working together to make our way through the Google Form activity he created. We watched videos and had to answer questions for each video, however, we could not move on from a question until we got it right. The group at the end with the fastest time wins.
The videos were all focused on the topics of Gamification and Games-Based Learning which was obviously perfect for the lesson.
The first video focused on Gamification and what it actually is.
For reference the video defines it as “the use of game design elements in non-game contexts” (HCI Games, 2016). They are used to improve users engagement, motivation, and retention of an activity (HCI Games, 2016). As an educator I love the idea of gamification in the classroom, I just have not had a chance to implement it myself but I plan to do so in the future. This video provides a great background to start generating ideas for how someone could do this in their own classroom.
The second video focused on the barriers to implementing gamification.
The main barrier to using gamification in adult learning settings is because people still believe that games are played by children and not helpful to learning what they are required to learn (Espresso3, 2017). They then went on to say that when they were able to incorporate it into their program they labelled it as a simulation to basically trick them into participating to give them the experience which results in them actually enjoying the activity (Espresso3, 2017). The video was really interesting and I was not surprised by the barriers because if I was not involved in education I probably would have thought the same thing.
The final video focused on Game-Based Learning vs. Gamification.
Kevin Corbett (2014) claims that there is a difference between Games-Based Learning and Gamification. He defines Games-Based Learning as “a branch of serious games dealing with defined learning outcomes called ‘serious games’” (Corbett, 2014). He then goes on to define Gamification as “the application of Game Principles to Non Games situations” (Corbett, 2014). Corbett (2014) lays out 5 points that distinguish Games-Based Learning from Gamification:
- Students learn from failing (low threat/low risk way of failure)
- Concentration
- Real-time feedback
- Context Specific
- Immersive (Fun)
These 5 points are so interesting because all of them are a key part of learning and the fact that using a computer game that is designed for the topic you are teaching is able to achieve these 5 points makes it so much more intriguing. Students need to experience failure in order to learn from mistakes, the improved concentration that comes with focusing on winning the game, the feedback they receive as they progress through the levels, the fact that you can have it be context specific and it also is just a fun way to teach about a topic that some may see as boring. The more engaging a lesson is the more likely a student will retain the information they are being taught because they can connect it to the memory of the fun activity. This is something I can speak from experience as some of the most random facts I know from my history classes are because my teacher made the lesson so engaging and fun that I have the memory of how I learned about the topic.
The more engaging lessons are the more likely students are to buy into the class and actually participate in the learning process.
I cannot wait to see where this class takes us next when it comes to other innovative digital pedagogies.
References:
Corbett, K. [edurevolution]. (2014, March 9). Game Based Learning vs Gamification [Video]. YouTube. https://www.youtube.com/watch?v=ElcjSMHGP9Q
Espresso3. (2017, November 29). Karl Kapp Series 4 of 4 – Barriers to implement gamification. [Video]. YouTube. https://www.youtube.com/watch?v=rHpNZ70dLKU
HCI Games. (2016, July 21). What is Gamification? [Video]. YouTube. https://www.youtube.com/watch?v=_Gh5D1Qu774
International Society for Technology in Education. (2025). Standards. ISTE. https://iste.org/standards
Terada, Y. (2020, May 4). A powerful model for understanding good tech integration. Edutopia. https://www.edutopia.org/article/powerful-model-understanding-good-tech-integration/
