Student use gamification to learn

How AI Gamification Tools Increased Participation in a History Class

Teachers around the world are finding new ways to engage students using AI-powered gamification tools. These tools are transforming classrooms, turning passive learning into active participation. Two great examples of this are Kahoot! and Classcraft, both of which have been used by educators to increase student involvement.

One powerful example comes from Christophe Genot, a primary school teacher who used Kahoot! to make his history lessons more interactive. Genot created competitive quizzes where students earned points based on their speed and accuracy. The platform’s immediate feedback, combined with the thrill of real-time competition, drove students to participate more actively. The leaderboard system kept students motivated, turning routine quizzes into exciting games​. Genot found that students who were previously uninterested became eager to contribute, pushing themselves to study harder so they could perform well in the quizzes.

Similarly, Classcraft, a classroom role-playing game developed by former teacher Shawn Young, has transformed participation by blending learning with gaming. Young’s platform turns students into characters like warriors and healers, and they earn points for positive classroom behaviors and participation. Students work in teams, helping each other to succeed both in the game and academically. This cooperative challenge was particularly successful in encouraging teamwork and social-emotional development. In one case, a teacher using Classcraft noted how students became more thoughtful and engaged with both the material and their peers, leading to a more collaborative learning environment.

Both Kahoot! and Classcraft show how AI gamification can make a traditional subject like history more dynamic and appealing. These platforms make learning fun, motivating students to participate through friendly competition, interactive quizzes, and collaborative gameplay. By incorporating AI-powered tools, teachers can turn their classrooms into engaging spaces where students are excited to learn and work together.

The success stories of teachers like Christophe Genot and Shawn Young demonstrate the potential of gamification in education, offering a glimpse into how technology can enhance both student participation and overall classroom atmosphere.

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