Gamification in Education

Since the 1970s and 80s, video games have been increasing their popularity over time as a form of entertainment. Today over 200 million people play social games on Facebook on a daily basis. Social gaming, which has really taken off in the past few years, continues to grow at a rapid pace as games have become more and gamificationmore elaborate. The trend of using games as a way to engage and motivate its users has been used in a variety of ways such as receiving a badge on Foursquare, or completing your LinkedIn profile to move the profile completion bar to 100%. This type of reward-based gamification has become commonplace especially in new social media.

In today’s digital generation gamification has become a popular tactic to encourage specific behaviors, and increase motivation and engagement in an educational context. Gamification, the “use of game design elements in non-game contexts” (Deterding et al, 2011, p.1) is used to educate and motivate learners. According to Nicholson, there is one problem with the name. By putting the term game first, it implies that the entire activity will become an engaging experience, when, in reality, gamification typically uses only the least interesting part of a game – the scoring system (Nicholson 2012, p.1). The common use of gamification is to take the scoring or reward elements of video games, such as points, levels, and achievements, and apply them to an educational context. This strategy is now being implemented in many educational programs to help educators find the balance between achieving their objectives and catering to learner needs (Huang, and Soman 2013, p5).

In a traditional learning environment, delivering a meaningful experience to today’s learners can be difficult. Many of today’s learners are digital natives. They grew up with digital technologies and are motivated by it. Instructors have the challenge of adapting the learning process for the learners whose motivation and engagement is absent. However, with the successful application of suitable gamification techniques, the delivery of the information can transform a simple task into an addictive learning process for the learners, thereby increasing the motivation and engagement of learners.

I think a gamification approach requires a specific process with increased complexity (in steps or stages) implemented in order to achieve both effective training and a high level of satisfaction. A badge that is issued to a single learner upon completion of a step in the course is visible to the entire class. This indirectly creates a competition between learners since all the learners will be able to see the achievement and will be motivated to reach the level. An instructor can use a badge to define an activity to be rewarded. For example, a learner that added a new comment (initial level) to the discussion board which would qualify as a social learning activity. This action would be reward with a badge. Another badge would be issued once a learner facilitated a discussion with the class (higher level). In this example gamification is not only a learning approach but also a higher-level development strategy. Through the acquisition of badges learners can be rewarded for accomplishing learning tasks, but what they have gained can be used as a basis for other elements in learning and in the real world.

I think the use of gamification is an excellent way to motivate and engage learners. However, I think receiving a badge for a job well done is meaningless without an understanding of what specific skill(s) the badge rewards. Although games can’t be used to replace pedagogy, I think they can be used to enhance the overall learning experience.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification.

Huang, Wendy Hsin-Yuan, and Dilip Soman. 2013. Gamification of education.

Nicholson, S. (2012). A user-centered theoretical framework for meaningful gamification. Games+ Learning+ Society, 8(1). Retrieved fromhttp://www.quilageo.com/wp-content/uploads/2013/07/Framework-for-Meaningful-Gamifications.pdf

4 thoughts on “Gamification in Education

  1. Liam Rosen

    For a long time games have been thought to be counterproductive and even damaging for the psyche of young children everywhere.
    When used smartly however, games can teach strong values, problem-solving skills and creativity (among many other benefits). Take a look at how games and gamification in education come together with the goal of making learning a much more engaging experience: https://www.beaglecat.com/fascinating-examples-of-gamification-in-education/. I think it worth your attention.

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  2. Alex Micheal

    Gamification in education has proven to be a powerful tool for increasing motivation and engagement, particularly among digital natives. By incorporating game design elements like badges, levels, and achievements into the learning process, educators can transform traditional tasks into interactive and rewarding experiences.

    While games shouldn’t replace pedagogy, they can significantly enhance the learning experience when used thoughtfully. Badges, for example, can motivate learners, but they should be tied to specific skills or achievements to be meaningful. When implemented effectively, gamification promotes both learning and personal development.

    For more insights, check out how gamification in education can create engaging learning experiences: Fascinating Examples of Gamification in Education

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  3. Alex Micheal

    Gamification in education is a fantastic way to boost motivation and engagement among learners,
    Gamification has the potential to revolutionize education by making learning more engaging and rewarding. Integrating elements like badges, levels, and achievements creates a competitive and interactive environment that motivates learners to perform better. However, it’s essential to ensure that these rewards reflect meaningful accomplishments and skills.

    For further exploration, check out Gamification in Education to see how this approach can transform learning experiences.

    Reply
  4. Kiara lee

    Sudoku NYT offers a daily puzzle with varying difficulty levels, from easy to expert. Players must strategically fill the 9×9 grid using logic, ensuring each row, column, and 3×3 box contains digits 1-9 without repetition. It’s a great way to challenge your mind and improve problem-solving skills.

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