In this 20-Minute Mentor, Kristin Morgan shows how to use gamification strategies—like flipped classrooms, team challenges, and interactive problem-solving—to boost student engagement, critical thinking, and collaboration.
20-Minute Mentors
How Can Gamification Transform the Flipped Classroom?

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How Can Gamification Transform the Flipped Classroom?
Many classrooms struggle with disengagement, passive participation, and limited opportunities for meaningful collaboration. Traditional lecture formats can leave students unmotivated, disconnected from real-world application, and less likely to take ownership of their learning. Faculty who want to boost energy and deepen engagement often wonder how to make learning more interactive without sacrificing rigor or overwhelming themselves with extra work.
In this 20-Minute Mentor, Kristin Morgan shows how gamification can transform these challenges into opportunities for active learning. By flipping the classroom, she demonstrates how to create space for collaborative team challenges, real-time feedback, and interactive problem-solving rooted in adult learning principles. With research-backed strategies, digital tools, and classroom-tested examples—from QR escape rooms to challenge-based learning—you’ll gain a scalable approach to gamification that works across disciplines. By the end, you’ll have a practical model to integrate game-inspired activities that spark curiosity, encourage critical thinking, and strengthen collaboration.
After viewing this Magna 20-Minute Mentor, participants will be able to:
- Explain how gamified flipped learning promotes active engagement and deeper understanding
- Identify digital tools that support flipped and gamified instruction across disciplines
- Design a gamified activity that aligns with specific course objectives
- Evaluate how gamification strategies align with adult learning theory
TOPICS COVERED
- Applying gamification strategies in higher education classrooms
- Designing flipped and active learning experiences
- Creating collaborative, challenge-based classroom activities
- Implementing QR Escape Room–style instructional methods
- Analyzing student feedback and engagement data
AUDIENCE
This program will benefit:
- College and university faculty
- Instructional designers
- Faculty developers
- Teaching and learning center staff
- Graduate teaching assistants
Product Code: PM25RA
Campus Access License
With the purchase of the optional Campus Access License, registrants are granted a license to download the program contents to a password-protected network, server, or website for additional staff use. You will receive information on downloading the contents of the program within 3-5 business days after payment has been received by Magna.
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