English Teacher Uses FIFA Packs As A Reward For His Students

An English teacher has found an innovative way to engage his students – by using EA FC 25 Ultimate Team packs as a classroom reward system.

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Gamification in the classroom - a double-edged sword. | © Deutschlandfunk / EA Sports

An English teacher has found an innovative way to engage his students – by using EA FC 25 Ultimate Team packs as a classroom reward system.

The teacher, who goes by the username McGill318 on Reddit, shared his experience in the EA FC 25 Subreddit, and his post has since sparked a mix of amusement, curiosity, and debate among fellow gamers.

From Struggling to Engage to Ultimate Success

McGill318 describes himself as a relatively young English teacher working at an academy, where he primarily teaches children under the age of 12. However, part of his job also involves teaching older teenagers – something he initially found challenging:

“At the start, I really found it hard for them to connect to my classes as they were quite older than what I’m used to teaching,” he explained.

But after a few months of getting to know his students, he discovered that most of them – predominantly boys – were passionate about Ultimate Team in EA FC 25. This realization gave him an idea: Why not use their interest in FIFA to make the lessons more exciting?

“I told them I play quite a bit and that I’m not that bad of a player myself, which they doubted. I’m a Division 1 player and normally finish Rank 3 in Champs,” he added.

How It Works: Whoever Finishes First Can Open Packs

To motivate his students, McGill318 introduced a reward system, where pack openings became incentives for class participation.

“When I need them to do exercises, the first person to finish can choose what pack they want to open, and so on,” he wrote. “This has actually worked really well. I’m now grinding Division Rivals so I can get them a good reward for tomorrow’s class. I sometimes feel more pressure now to play than I did before!”

The method has seemingly turned his classroom into an interactive and competitive environment, where students are motivated to complete their work in order to earn the chance to open virtual packs.

The Community Reacts: Praise, Humor, and Concerns

His story quickly gained traction in the EA FC 25 Subreddit, with many users finding his approach both amusing and clever.

Reddit user yaboitrippy chimed in with a hilarious comment:

“Make sure to teach them 4-2-1-3, 95 depth, offside trap, FC Points, and picking Zidane and Bellingham in Rush.”

Another user, ElectricalFarm1591, saw an opportunity for students to learn real in-game strategies, jokingly suggesting:

“How do you use the offside trap effectively?”

However, not everyone was entirely on board. Some raised ethical concerns about incorporating a system that mimics gambling mechanics into an educational setting.

User Marager04 expressed concern, writing:

“This is wholesome in a way, but you’re also using a gambling mechanic as a reward system. I don’t think that’s healthy.”

Gamification in the Classroom – Useful or Risky?

Despite the criticisms, McGill318’s method is an interesting example of gamification in education – a technique where game-like elements are used to enhance learning and engagement. While some might argue that Ultimate Team packs resemble gambling, others see it as a fun and modern way to connect with students.

The debate raises an important question: How far should educators go in incorporating gaming elements into the classroom? Whether this particular method is a long-term success or not, it’s clear that McGill318 has found a creative way to bridge the gap between education students’ interests.

What do you think? Is this an effective motivational tool, or should teachers steer clear of gaming-based rewards?

Florian Frick
Florian Frick