About This Course
An applied course for teachers and supervisors of Quranic circles to integrate "Game-Based Learning" aimed at building an engaging educational environment based on points, badges, and levels. It focuses on diagnosing students' obstacles (capacity and motivation) and provides trainees with 21 comprehensive files within the "Golden Toolkit and Motivational Ideas Encyclopedia" to innovate sustainable interactive activities that address the contemporary generation.
Learning outcomes
- Diagnosing Barriers: Distinguishing between cases of disability (requiring training and support) and laziness (requiring motivation) to provide appropriate educational intervention.
- Game Classification: Differentiating between recreational, educational, and motivational games and applying them appropriately within the session.
- Activity Design: Creating motivating activities based on 6 essential components (goal, audience, time, challenge, reward, and assessment).
- Comprehensive Gamification System: Innovating an integrated motivational system comprising 5 progressive levels, task points, distinguished badges, and major challenges to ensure sustainability.
Course Requirements
- Personal motivation: the desire to renew teaching methods and move beyond the traditional lecturing routine.
- Basic knowledge: familiarity with managing Quran memorization circles and understanding common issues such as boredom and absenteeism.
- Technical readiness: having a smart device to use digital gamification applications (like Kahoot and ClassDojo).
- Practical commitment: active participation in workshops and designing motivational models and systems.
Course Curriculum
-
The Training Package
-
Course Introduction, Instructor Introduction, and Overview of Session Challenges
-
Barriers to Movement and Diagnosis of the Dual Deficiency of Inertia and Laziness
-
Sustainable Motivation: From Conviction and Mindset to Reward
-
The Seriousness of Play and the Foundation of Children's Emotions and Ethics
-
The Role of Play in Islamic Education and Prophetic Applications
-
Value Discipline and the Four Sharia Guidelines for the Path of Play
-
The "Color Touch Game" and the Essential Differences Between Games
-
Gamification: Concept and Philosophy
-
User Interface and Learning Experience (Putting the Benefit in the Honey)
-
The Psychological vs. Technical Aspect of Game Design
-
The Five Elements for Successful Games and Motivational Activities
-
The Treasure of Motivational Games: Unveiling the Toolbox
-
The Six Components of Activity Design and the "Achievement Ladder" Tool
-
Individual Activity vs. Continuous Comprehensive System
-
The Integrated Incentive System: The Seven Elements and the Practical Task
-
From Traditional Teaching to Interactive Discussion: The Vision and Prophetic Method for Study Circles
-
Technology Integration Engineering: The Student's Journey from Innovative Idea to Integrated Learning Experience
-
Utilizing Kahoot and Word Wall Platforms in Memorization and Review Challenges
-
The ClassDojo App as a Smart Tracking Notebook Shared by Teacher, Student, and Parent
-
Engineering Proper Behavior and Designing Measurable Positive Indicators within the Loop
-
Integration of the Three Digital Tools, Avoiding Technological Traps, and the Comprehensive Motivation Cycle
-
Interactive Model for Icebreaker Games: Experience the Game "Motivate Me, Thank You"
-
Philosophy of the Happy Motivation Encyclopedia (100 Practical Activities Divided into Printed Guides)
-
Gradual Activities for the Encyclopedia: From Preparation and Memorization to Mastery and Involving Parents
-
Foundations of Designing the Incentive System (Objective, Category, Time, and Type of Interaction)
-
Timeline and Practical Plan for Managing a 90-Minute Quran Study Circle
-
Learner Experience (UX/LX) Assessment, System Quality Card (25 points), and Implementation Plan in 4 Weeks
-
The Test
Reviews Statistics
Loading reviews...