Gamification, What It Is, How It Works, Examples
For many students, the traditional classroom setting can feel like an uninspiring environment. Long lectures, repetitive tasks, and a focus on exams often leave young minds disengaged, craving a more dynamic way to learn. This is where gamification becomes key. By using elements commonly found in games into the educational process, we can add a layer of excitement and competition that captures students’ attention. In doing so, gamification can make learning more enjoyable for everyone involved. Although more research is still needed, studies about using gamification in both primary and secondary schools, as well as in higher education, have increased over time.
Gamification in education connects to the use of game-like elements, like earning points, achieving levels, and competing with others in a virtual learning setting. The reason many teachers are using gamification is to make the learning more interactive and enjoyable, which can encourage students to engage more deeply with the material. In this article, we are going to look at several aspects of this teaching strategy. First , we will look into how gamification came to be and where it comes from. Next , we are going to discuss why this approach has received attention and why it can be a beneficial method for teaching. Subsequently, we will give some advice for teachers who want to use gamification in their classrooms, and throughout the article we will also highlight important points to be careful about when incorporating game-like elements into your teaching (4).
Although the word ‘gamification’ was first officially used in 2008, the idea of using games to enhance learning has a much longer history. Teachers have always known the value of making learning more fun through interactive elements. For example, we can look back to the educational board games of the 20th century, like ‘Math Bingo,’ which made learning arithmetic more engaging for children. These games created the foundations for what we now describe as gamification, which proves that the connection between education and play is not a new idea, but rather an evolving practice.
Today, gamification has found a firm place in modern classrooms to enhance the learning experience. Teachers use it to spark interest and sustain engagement among students. For instance, some educators make use of apps that let students earn points or badges for completing assignments or participating in class discussions. Another example is setting up a class leaderboard to encourage a sense of competition and achievement. Beyond the digital realm, gamification can also be applied in a traditional classroom through team-based learning activities and role-playing exercises. The core idea is to make the educational journey more interactive and enjoyable, making it easier for students to absorb and retain information.
What is gamification?
Gamification in education involves using game mechanics like point-scoring and rewards to make learning more engaging and fun. By tapping into students’ natural desire for competition and achievement, gamification aims to create meaningful learning experiences. The goal is to boost motivation , improve material retention , and encourage active participation through immediate feedback.
One of the key strengths of gamification is its ability to boost both intrinsic and extrinsic motivation. Intrinsic motivation comes from the joy and satisfaction one feels while doing the activity itself, while extrinsic motivation is driven by external rewards like grades or badges. Gamification engages intrinsic motivation by making learning activities more fun and interesting, inspiring students to engage for the sheer joy of learning. On the extrinsic side, game elements like points offer tangible rewards, encouraging students to reach specific goals. By catering to both types of motivation, gamification provides a well-rounded approach to encouraging student engagement and learning (2).
Another advantage of using gamification in education is the way that it can engage students who have grown up playing video games. This approach takes the fun parts of good games and mixes them into the learning process. The aim is not for students to learn by playing specific games, but instead it is to create a learning environment that feels as engaging as playing a game. Through this, teachers can create connections between students’ love for gaming and their learning, which can mean that the classroom becomes a more relatable and stimulating space.
See also: Using Bloom’s Taxonomy To Write Effective Learning Objectives: The ABCD Approach
What Gamification is Not
The term ‘gamification’ is often misunderstood, partly because people might associate it directly with video game culture. Some might think it means turning the classroom into a video game, or they may confuse it with game-based learning. This can be because their understanding of the term relies heavily on their own experiences of video games, leading to misunderstandings about what gamification in an educational context actually involves. It is not about converting the entire educational process into a game, but about using game-like elements to enrich the traditional learning environment (1).
Game-based learning
It is important to point out that game-based learning and gamification are not exactly the same thing, although they do share similarities. Game-based learning involves the use of actual games, either custom-designed or commercially available, with educational content to help students learn specific skills or knowledge. In contrast, gamification takes elements from games and incorporates them into traditional educational settings. While game-based learning focuses on learning through actual games, gamification aims to make the regular classroom experience more game-like to engage students. Both approaches are designed in order to make learning more interactive and enjoyable, but they do this in slightly different ways (5).
Badges, points, and rewards
Successful gamification goes beyond just sprinkling badges, points, or leaderboards into a classroom setting and expecting better learning outcomes. The reason students enjoy games is not solely for the points. It is also about the joy of the gameplay, the immediate feedback, and the satisfaction that comes from mastering a challenge. However, if gamification is poorly executed or the learning tasks are not thoughtfully designed, the entire effort to make the classroom more interactive could fall flat. With this in mind, the remainder of this article will focus on guiding teachers in creating meaningful and effective learning experiences through gamification (3).
See also: Social Learning Theory: Albert Bandura
Common Elements for Successful Classroom Gamification
When it comes to incorporating gamification into the classroom, there is no one-size-fits-all approach. What proves effective for one group of students may not give the same results for another. Successful implementation requires careful planning, a deep understanding of your students, and an awareness of the specific learning context. It is also important to be open to experimentation, to reflect on the outcomes, and to make adjustments as needed, and while there is growing interest and research in this area, it is still an emerging field, meaning teachers should approach gamification as a dynamic tool that requires ongoing adaptation.
Researchers in the fields of game-based learning and gamification often employ varying terminology for comparable game elements. However, four elements have shown consistent success when implemented in educational settings.
Freedom to Fail
One of the most powerful aspects of gamification in the classroom is the concept of ‘freedom to fail.’ Traditional educational models often penalize mistakes, which can create stress for students. But a gamified classroom turns this on its head, reframing failure as an important step in the learning journey. This encourages a mindset where students feel free to experiment, take risks, and understand that setbacks are just stepping stones to mastering a skill.
This principle is heavily inspired by video game design, where players are offered multiple lives and the chance to start over from a check-point rather than from scratch. In the classroom, this not only keeps motivation high but also fuels a spirit of persistence and problem-solving . Another important facet related to ‘freedom to fail’ is the ‘freedom to choose,’ allowing students to decide their own learning paths to achieve their goals.
The teacher plays an important role in establishing this forgiving and exploratory learning atmosphere. By emphasizing that getting things wrong is part of the educational process, teachers set a tone that mistakes are not just acceptable but expected as part of growth. Their reactions to students’ struggles can significantly shape how learners view their abilities and potential for future success.
Additionally, assessment methods can also be adapted to this approach. Regular, low-stakes evaluations, like ungraded quizzes or peer explanations, can help gauge understanding without the pressure of grades. Offering students varied options for demonstrating skill mastery is another way to implement ‘freedom to choose.’ For instance, a teacher might offer a selection of spelling tasks to be completed during the week. Each task has a point value, and students must accumulate enough points through tasks of their choice by the end of the week.
See also: Andragogy Theory – Malcolm Knowles
Immediate Feedback
Another vital element of gamification in education is immediate feedback. Quick, real-time responses to actions or decisions have numerous benefits in the learning process. They help students understand where they are doing well and where they need to improve, almost instantly. Immediate feedback helps maintain engagement, gives a sense of accomplishment, and can improve the rate of learning by allowing quick course corrections.
Moreover, gamification is a natural fit for providing immediate feedback. Think about video games where players immediately know if they have successfully navigated a challenge or need to try again. In the classroom, technology can facilitate this. Educational software and apps often feature quiz modes where students get instant scores or explanations. Even simpler methods, like interactive clickers in a lecture, can give real-time feedback on whether students understand the material.
Gamification naturally supports the offering of immediate feedback, but teachers also have a critical role in this process. They can use various modes to provide quick and meaningful responses. For instance, teachers can give immediate verbal feedback during interactive lessons or written comments on electronic submissions that students can view right away. Quick polls or hand-raising during a lesson can also serve as immediate checks on student understanding. These traditional methods, when combined with gamified elements, create a rich variety of immediate feedback opportunities that keep students engaged and motivated (6).
Leaderboards are another gamification tool that can provide immediate feedback while also driving motivation. However, it is important to use them wisely. Leaderboards can foster a sense of competition, but if not managed carefully, they can also create stress or discourage those who are not at the top. The key is to design leaderboards that celebrate progress and effort, rather than just top performance, to ensure that they contribute positively to the learning experience.
Progression
Another key element in the success of gamification is ‘progression.’ Much like in games where players start with simpler levels and move on to more challenging ones, educational settings can adopt a similar approach. In general, the motivation to learn increases when students can see their progression over time, tracking their growth and setting realistic goals for themselves.
This principle closely aligns with Vygotsky’s Zone of Proximal Development (ZPD) and the concept of ‘ scaffolding .’ In educational theory, ZPD is the range of tasks too difficult for students to do alone but achievable with some guidance, while scaffolding refers to the support given to students to help them cross this zone. In a gamified setting, the progressive nature of tasks serves as built-in scaffolding. As students complete simpler tasks, they gain the confidence and skills to tackle more challenging ones, all while being supported by the teacher and the educational tools at their disposal. This way, gamification helps students progress through their ZPD, maintaining high motivation levels and a sense of accomplishment.
Storytelling
Storytelling is another powerful aspect that can be built into gamification. Narratives have always been a captivating way to engage people and pass along information. In games, storytelling can provide context and convert objectives into enjoyable quests. When used in the classroom, storytelling has the power to make educational content more engaging and meaningful.
For instance, imagine a biology class structured around the concept of a medical mystery. In this example, the classroom serves as the ‘setting,’ the students become ‘medical detectives,’ and the teacher acts as the ‘chief investigator.’ The ‘plot’ progresses as a mysterious disease outbreak, with every class session bringing new ‘clues’ in the form of lessons on cells, viruses, or genetics. Students do not just study biology. They apply their knowledge to ‘solve’ the outbreak and save imaginary lives. This way, learning takes place in a context that is both relevant and exciting for the students, showing that stories do not have to be fantasy-based to be effective.
Furthermore, stories also naturally lend themselves to the idea of progression and scaffolding. As students make their way through a ‘story,’ they meet increasingly complex challenges or tasks, similar to the levels in a game. This progression helps keep students motivated and focused, as they are not just ‘doing exercises’ but moving through a narrative that has a clear beginning, middle, and end.
See also: Instructional Design Models and Theories
Gamification has the power to transform the traditional educational setting by making learning more interactive and engaging. It is more than just adding badges and leaderboards to classroom activities. It is about fundamentally changing how we approach education to better cater to both intrinsic and extrinsic motivations. From giving students the freedom to fail and choose, to providing immediate feedback and a sense of progression, gamification offers a set of tools to help educators enhance the learning experience. Additionally, adding storytelling elements can further enrich this experience, making the material more relatable and the learning journey more meaningful. While it is crucial to avoid misunderstandings and implement this approach thoughtfully, the potential benefits make gamification an exciting method for improving student engagement and learning outcomes. As with any educational strategy, it is important for teachers to be mindful of their students’ unique needs and be willing to adapt and evolve their methods for the most effective outcomes.
See also: Kirkpatrick Model: Four Levels Of Learning Evaluation
- Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” In A. Lugmayr, H. Franssila, C. Safran, & I. Hammouda (Eds.), MindTrek 2011 (pp. 9–15). doi: 10.1145/2181037.2181040
- Dichev, C. & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(9).doi 10.1186/s41239-017-0042-5
- Gibson, D., Ostashewski, N., Flintoff, K., Grant, S., & Knight, E. (2015). Digital badges in education. Education and Information Technologies, 20(2), 403-410.
- Kapp, K. M. (2013). The gamification of learning and instruction fieldbook: Ideas into practice [Google Books version]. John Wiley & Sons.
- Tu, Ch-H., Cherng-Jyh, Y., Sujo-Montes, L., & Roberts, G. (2015). Gaming personality and game dynamics in online discussion introductions. Educational Media International, 52(3), 155-172. doi:10.1080/09523987.2015.1075099
- Smiderle, R., Rigo, S.J., Marques, L.B. et al. The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learn. Environ. 7, 3 (2020). https://doi.org/10.1186/s40561-019-0098-x
I am a professor of Educational Technology. I have worked at several elite universities. I hold a PhD degree from the University of Illinois and a master's degree from Purdue University.
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Effective learning interventions are all about finding innovative ways to capture the learners’ attention. This has become more challenging than ever due to the data deluge we’ve all experienced at some point in our digital lives. In times like these, exploring more dynamic approaches to learning can make all the difference.
Enter gamification. Gamification involves applying game-like elements in the classroom to boost engagement and motivation among the learners. The idea is to leverage the structural elements of games, such as goal-setting, storytelling, and competition, to break down difficult subject matter.
Despite its counterintuitive nature, research suggests that teaching with the aid of games is effective. A study by the National Technical University of Athens found that game-based challenges increased student performance by a staggering 89%. A separate study found a 300% higher rate of homework completion. These studies build a strong case for the use of gamification in learning.
Gamification examples in education can range from something as simple as a leaderboard system to much more complicated VR-based scenarios. It all depends on how far institutions want to push the envelope. Let’s explore some ways gamification can be incorporated into education!
Earning Points or Virtual Currency
Incentivizing learners by rewarding them with points or badges is one of the most effective gamification examples in education. Instructors can create a points system for meeting certain academic objectives. For example, completing a supplemental reading or answering bonus questions on quizzes can motivate learners to explore the learning materials beyond the syllabus that is strictly necessary.
These points can be aggregated and shared with the learners in a leaderboard format, where students can view their points and compare them against others in the class, encouraging healthy competition among them.
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Training Simulations
A practical application of gamification in the workplace is via simulations. Organizations can leverage immersive technology to give trainees a hands-on learning experience. Training via virtual reality headsets allows learners to fully immerse themselves in real-world scenarios that they may experience on the job.
By presenting trainees with challenges of increasing difficulty, they can use trial and error to learn essential skills in a safe environment. These simulations can incorporate real-time feedback and also allow trainees to experience learning from different roles within a simulation.
Gamified Challenges
Thanks to gamification, quizzes and assignments can be converted into game-like challenges. Students can earn their scores by accumulating points for correct answers. Time constraints can also be leveraged to create a sense of urgency among the students. Completing answers in the assigned time can make learners eligible for extra points.
On top of that, multiplayer quizzes can allow students to compete against each other in real-time. Alternatively, students can challenge their peers to compete against each other for bonus points. Taking it up a notch, challenges can also be played against AI, which can motivate learners to perform better.
Storyboarding
One of the most popular gamification examples in education is the use of storyboarding to guide learners through the challenging subject matter. Storyboarding involves creating a story arc and incorporating learners directly into the plot as it goes through different sections of the course material. Embedding learners in the narrative is a great way to keep them immersed in the story.
Instructors can use many popular storyboarding apps that can translate course material into a compelling narrative. The positive impact of visual storytelling on the learners’ performance and retention makes it a great vehicle for learning.
Incentivised Teamwork
Combining team-based learning with gamification is a great way to foster collaboration and engagement among students. Team-based game-like challenges repurpose learning materials to create challenges, which can reinforce concepts while encouraging students to work with their peers. Teams can collectively earn points and badges while competing with other teams in the class.
Team-based gamification incentivizes students to work together, incorporate their peers’ feedback, and learn from each other. It also creates opportunities for students to support one another as mentors and celebrate their wins with a sense of camaraderie.
Game-Based Competitions
Perhaps the best use of gamification in the classroom is to encourage healthy competition among the learners. By competing with their peers for points on the leaderboard, students are not only continuously motivated to perform better but they also actively engage with the learning materials while doing so. These competitions also teach students valuable lessons about risk-taking and build resilience within them.
This healthy competitive spirit can also drive trainees in the workplace to refine their skills, develop confidence, and most importantly, participate in a continuous learning culture.
What’s Next?
By connecting reward-seeking behavior to learning, gamification offers a unique opportunity to keep the classroom fun and productive at the same time. Beyond classrooms, workplaces and other organizations can also leverage gamification examples in their education programs. Gamification can help reshape attitudes around any kind of learning.
Having the right online learning platform can make integrating gamification elements a breeze. Take a moment to consider the features of your LMS platform before you begin to incorporate gamification examples in education. Don’t hesitate to ask for expert advice. Team Edly is here to help you with any questions about your LMS. Get in touch with us today or try our platform for free!
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Gamification in Education and its Examples
Gamification is one of the most popular and preferred trends of learning amongst students, globally. Games help in situated learning or, to put in simple words, learning that occurs through immersive experiences. After all, what else could be the best way to educate learners other than putting them to play! In this article we’ll discuss why gamification is so appealing to learners and provide you with some examples of gamification in real world.
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What Makes Gamification So Appealing To Learners?
According to the report – Gamification in Education Market Size, Share, Trends and Industry Analysis , the gamification of education in 2018 was marked at $450 million. However, this figure is likely to explode by 2025 and reach around $1.8 billion. This is a CAGR of almost 32% during the forecast period.
Gamification uses gaming mechanics, such as badges, points, levels, or leaderboards and applies these mechanics to how a learning course is taught. This, in turn, improves the learner’s motivation. Moreover, the design of the game offers the learners the freedom to fail and to face and accomplish various challenges and goals respectively.
Gamification in education is also sometimes termed as game principles for education, gameful thinking, engagement design, motivational design, etc.
How does game-based learning differ from gamification?
A game-based learning is about crafting the content around game-story. The students may create their own games or play other commercial video games. On the other hand, gamification is about shaping the game around the educational context.
Gamification operates on the assumption that the engagement experienced by the gamer should be translated to the learning context. This would eventually influence the behavior of student while facilitating learning at the same time. Since gamers willfully spend hours on solving the gaming challenges, the developers are using the potential of video games to harness learners’ motivation and to apply the techniques to learning environments.
The majority of times, the term ‘gamification’ conjure pictures of earning points, leaderboards, and obtaining badges for educational specific content. While all these elements have been a part of gamification, the long-term advantages usually come by incorporating some other rich elements.
Moreover, now instructional designers use a lot richer game elements and incorporate them in learning. These elements increase the motivation in learners. Also, it helps in drawing their attention and to engage them in learning through play as well as continuing playing – as one of the major achievement.
For your better understanding, here are the top-picked game elements which are a powerful vehicle for learners. They are designed to enable learners to solve a problem; a crucial skill which is needed today and even tomorrow.
- Mystery – this element requires the learners to fill the gap between known and unknown. The learner has to use some information to fill this gap but for that, they first need to find that information. For instance, finding a hidden key to a closed door.
- Action – almost every game instantly start with an action. The action that forces the learner to make a move. For instance, finding a map, searching a shelter, collecting pieces etc. The action is used to engage the learners immediately.
- Challenge – every human feels pleasure in overcoming challenges. This runs in human DNA, and that is why game developers leverage this innate desire by challenging players at each step.
- Risk – a game with no risk of life or collected coins is a piece of boredom. A game is always appealing if it comes with the risk of losing a ‘life’, a need to start over again or to lose all the collected items just because of a wrong move. Such game elements first challenge and then improve the learner’s ability to focus and make a strategic move.
- Uncertainty – in this element, learners hold no idea about what may come next in their way. For instance, can you solve the puzzle and move to next level or you may get stuck in the round and require to start over again.
- Progress Visibility – such game designs clearly tell learners what must be done, where to start, and how long it must go on. For instance, in PacMan, you know the remaining dots and throughout the stage, players follow through these dots, improving their performance and chances of success.
- Emotional Content – unlike learning modules, games bring up the emotions of anger, sadness, enthusiastic happiness or frustration. In short, it brings out the most valuable human aspect of emotions. These game elements help encourage and embrace different human emotions.
It is highly efficient to incorporate one or more of these game elements in a learning strategy . While all of these learning strategies appeal to the core human values, they also help the learners in adapting the learning material immediately and in a lot more depth.
Benefits of gamification
- Utilizing elearning gamification enhances cognitive development in young individuals.
Integrating gamification techniques can stimulate heightened brain activity, which is crucial for cognitive growth. Such techniques, often seen in “cognitive enhancement games,” are becoming increasingly prominent. These games, framed around diverse challenges and puzzles, bolster the brain’s capacity to process and retain data.
- In certain scenarios, it also supports physical growth.
Interactive gaming workouts can match the effectiveness of conventional physical exercises. Such exercises are especially beneficial for young individuals who are avid gamers but might not be physically active. The long-term advantages of maintaining an active lifestyle are manifold.
- Gamification boosts student participation in educational settings.
In a study aimed at gauging student participation when introducing gamification elements, researchers implemented a points-based system for various classroom activities. The student engagement metrics revealed that the gamified environment fostered a positive and more productive learning atmosphere.
- Gamification ensures inclusivity in educational settings.
As an instructional mechanism, gamification can cater to the diverse needs of young learners. A study focused on the potential of video game-based gamification for students on the autism spectrum demonstrated its efficacy in delivering age-appropriate content.
Beyond school walls: Gamification’s expansive reach.
Gamification extends beyond traditional classrooms, offering enriched learning experiences elsewhere. For instance, segmenting your child’s arithmetic tasks allows them to “level up” after each segment, unlocking clues for a mystery. Alternatively, encouraging your child to craft their version of the Periodic Table, inspired by Mendeleev’s card method, can be enlightening. Gamified learning at home offers parents a delightful avenue to engage with their child’s educational journey.
- The Psychology Theory Behind Gamification That Makes it Work
The main reason why gamification works is that it taps into the top three motivators (recognition, sense of competition and reward) to improve employee engagement. It is the convergence of productivity and technology where game mechanics are utilized in a non-gaming context. A gamification tool taps into the psychological behavior that governs our everyday decisions and provides a strong platform to share our achievements, manage our work progress, and build competition.
Gamification is 75% psychology and 25% technology Gabe Zichermann, “Gamification by Design”
A successful gamification tool only works when it provides users with the following:
- The required motivation is to perform the task and receive the offered rewards or to gain recognition.
- A great ability to carry out the tasks by breaking such tasks into bite-size chunks, facilitating it and by increasing the user perceived capability.
- A cue or trigger to complete the action.
It took the not-so-interesting task of system debugging and turned it into an interesting contest in which programmers were asked to compete and highlight the most glitches in the least possible time. Today, gamification is implemented using leaps and bounds. As per the MarketsandMarkets report, the worldwide gamification industry is likely to be valued at around $ 11.1 billion by the end of 2020, right from $ 1.65 billion in the year 2015. With such remarkable growth, gamification will be a game changer for many small businesses in just a matter of a few years.
Example 1 A personal training or fitness business might expand their reach just by offering various virtual personal training, integrating a mobile app to monitor body exertion level, improve form and manage the number of reps to fully match the customers’ fitness level. To name a few fitness apps which are already using the great gamification concept to ensure fitness fun include Superhero Workout and Zombies, Run!
Example 2 Coca-cola integrated the element of game design back in 2006, encouraging consumers to collect their loyalty points and get rewarded with exciting prizes. They integrated gamification as part of their popular ‘My Coke Rewards’ campaign and they ultimately retained around 20m lifetime members eventually.
Example 3 Another great example is none other than popular Nike brand. They developed Nike app that rewarded the consumers with ‘cheers’ each time they shared statistics related to calories burnt, running and more on social media. A similar business app would reward employees with points or badges for peer-to-peer recognition.
Virtual reality and Augmented Reality will boost next-gen gamification design
Example 4 The iOS augmented app from IKEA, assists customers in planning the furniture placement on their phones in an immersive, fun way. These enterprise examples might appear unapproachable by many small businesses at this time but are likely to evolve significantly soon.
Gamification vs. Game-Based Learning
There is a huge distinction between gamification and game-based learning. One should not misunderstand these terms or their intended application. It is important for businesses to understand the distinction if they wish to leverage the strategy. Gamification is the idea of including game-design elements in more non-game situations. On the other hand, gamification is the simple use of games to improve the learning process. Clash of Clans and Pokémon are the two popular illustrations of game-based learning design.
Now, to give a better understating of gamification in education and modern-day learning strategy, let us have a look at some amazing examples of gamification in education.
Examples of Gamification in Education
Here are some examples of game designs, which capture the learners on a much deeper level. These games help the learners to master the skill or information, as they put them to competition or challenges. Meanwhile, they also offer rewards and both positive and negative feedback.
- Medieval Swansea
This is a highly interactive game. It’s a historical game in which learners take up the role of a detective to solve an old mystery. The game can be played on all digital devices. The underpinning ideas of the game include various scenarios driven by different branches, character witnesses and narrative stages, including progression. All of this; help learner to follow their progress and to know what is left to be done.
Every stage put learners to new challenges and provides them with instant feedback. The better they perform, the better they can move on in the game.
Gamification strategy
Medieval Swansea is a mobile app that has gamified the history of Swansea, a coastal city in South Wales. The app turns the city into a virtual medieval world where users can complete quests, solve puzzles, and collect rewards as they explore the city.
While there are no specific sales or conversion rate numbers available for Medieval Swansea, the app has been positively received and has received many downloads and reviews. For example, the app has a rating of 4.6 out of 5 on the App Store based on over 500 reviews.
- Ribbon Hero
If we speak of gamified microlearning solutions for corporate learning , Ribbon Hero is the game that first comes to mind. The game helps in meeting the basic demands of Microsoft Office. It helps learners to learn the basic tools of Microsoft Office. As the learners play the game they earn points for successfully completing the different challenges. The challenges are offered as text manipulation, page design, artistic presentation and a comprehensive section of quick points.
The game is smartly designed that put learners to various challenges while helping them developing Microsoft skills. Ribbon Hero tracks learners’ progress and links it with Facebook, allowing learners to share and compete with other learners.
Ribbon Hero is a game developed by Microsoft that uses gamification to teach users how to use Microsoft Office programs such as Word, Excel, and PowerPoint. The game offers a series of challenges and quests that teach users how to use various features of the programs in a fun and engaging way.
While there are no specific sales or conversion rate numbers available for Ribbon Hero, the game has been positively received and has been downloaded over a million times. The game has been praised for its ability to make learning about Microsoft Office programs fun and engaging.
- Virtual Reality House
At eLearning Awards, the game has been awarded gold medal twice. The skilful game let the trade trainees for instance plumbers to utilize and practice their learned skills in an immersive and real-life virtual reality simulation. The game helps them to polish their skills, improve competence and confidence and to learn from their mistakes.
The game comes with scenario-based learning, with different pathways for advanced learners and beginners. It offers the players with tools, fittings, and fixtures the assist players in visualizing the real-life setting. Moreover, learners learn through step by step approach as they follow through the steps of planning, installation, and costing.
Virtual Reality House is a virtual reality game that uses gamification to teach users about home design and interior decoration. The game allows users to create and decorate virtual homes, experiment with different design styles and furniture, and share their designs with others.
While there are no specific sales or conversion rate numbers available for Virtual Reality House, the game has been positively received and has been used by many users to explore their creativity and design skills. The game has been praised for its ability to make learning about home design and decoration fun and engaging in a virtual environment.
This game is actually a language-learning platform. The game offer combination of paid and free components i.e. free language learning and paid text translation feature.
The game offers different levels based on the developed skills of the learners. It also comes with the features of websites and documents translation. Also, the learners can look at other learners’ translations, rate them and provide feedback. If the student completes the task within the time limit, they earn points as well as a time bonus. Duolingo is definitely a great achievement in terms of gamification in education.
The Duolingo English Test is an online language proficiency test that uses gamification to make the testing process more engaging and accessible. The test uses a variety of interactive exercises and challenges to evaluate the test taker’s language skills and provides instant results and feedback.
According to Duolingo, the test has been taken by over 10 million test-takers worldwide and is accepted by over 2,000 institutions (source: Duolingo English Test website ). The gamification strategy has successfully made the testing process more engaging and accessible and has received positive reviews from test-takers and educators alike.
Brainscape is a simple learning-oriented game. This helps the learners to create exceptional flashcards to meet their learning capabilities. In such a way they learn the ideas in the most comprehensive manner, leaving out the ones they already know. Since learners usually forget almost 90% of the material while studying, brainscape overcome this issue with its smart flashcards. Teachers and students can create flashcards collaboratively, using the scientifically proven system of study.
Brainscape is a mobile app that offers a platform for users to create, share, and study digital flashcards. The app uses gamification to incentivize users to continue studying by awarding points and badges for completing sets of flashcards and reaching certain milestones.
According to Brainscape, users who earn at least one badge are 50% more likely to complete a full set of flashcards than those who don’t. The app has over 1 million registered users and has been downloaded over 10 million times (source: Crunchbase ).
In a traditional classroom, it is difficult for teachers to personalize the material. The high achievers may not be challenged enough, or the low-graders might get frustrated due to a lack of motivation. But as we speak of the potential of gamification in education, Knowre has enabled the instructors to personalize the course material according to every learner’s skill.
This approach to math education, known as adaptive math curriculum, empowers instructors to tailor instruction to each student’s unique needs. It replicates the benefits of one-on-one learning by delivering a personalized experience. Students gain a deeper understanding by breaking down concepts step-by-step. This method, coupled with consistent feedback and review, helps them solidify their grasp of the material and overcome areas of difficulty.
Knowre is an online math tutoring platform that uses gamification to motivate students to learn and improve their math skills. The platform offers a variety of interactive math exercises that use gamification elements such as points, badges, and leaderboards to engage students and encourage them to complete more exercises.
According to Knowre, students who use the platform for at least 30 minutes a week improve their math skills by an average of 17% (source: Knowre website ). The platform has been used by over 200,000 students and over 3,000 schools (source: Crunchbase ).
The game helps learners understand and apply the basic steps to save someone’s life suffering from choking or cardiac arrest.
The players are challenged based on a scenario-based approach, crisis simulation; choice of story and characters, and time limitations that help in understanding that time is essential in such circumstances. The learners can unlock levels as they progress and acquire the required skills and knowledge. Moreover, you can review your performance in real-time, analyze your weak points, and share your progress through various social media platforms to compete with other learners.
Lifesaver is a mobile app that offers a simulation game designed to teach users CPR and other lifesaving skills. The game uses gamification to create an engaging and interactive learning experience, where users must make decisions and take actions in real-time to save virtual lives.
According to the Resuscitation Council UK, the creators of Lifesaver, the app has been downloaded over 1 million times and used by thousands of people to learn and practice CPR skills (source: Resuscitation Council UK website ). While no specific sales or conversion rate numbers are available for the app, it has been positively received. It has won several awards for its innovative approach to CPR training.
Virto nomics
This is the game that offers extensive strategic learning for higher education learners. However, there is no age limit to play this game. The game is played by over 1 million learners around the globe. The storyline of the game revolves around an economy which is full of businessmen, scientist, students, entrepreneurs etc.
They live in a friendly yet business-oriented community. However, players must use their strategic and analytical thinking, experience and knowledge to implement impactful business strategies to bring exponential success to your company.
Virtonomics is a business simulation game that uses gamification to teach users about business management and entrepreneurship. The game allows users to create and manage virtual businesses, compete with other players, and learn about various business concepts such as marketing, finance, and operations.
According to Virtonomics, the game has been used by over a million players worldwide and has received positive reviews from users and educators (source: Virtonomics website ). While no specific sales or conversion rate numbers are available for the game, it has been praised for its ability to teach users about business concepts and improve their decision-making skills.
- Conclusively
These are some of the colors of the spectrum of gamification in the learning industry. These games target anyone or two game elements such as competition, time management, and communication. Some enlighten creativity while others ask for imagination. Regardless, what element they speak to and how they are designed, gamification in education is an incredible learning technique and a complete package of educating, learning, and assessment in the good learning environment .
Is gamification relevant only to learning?
Who invented gamification, and when did it start, do games really help you learn, how does gamification help in learning techniques, how do i design my learning game effectively.
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- What Makes Gamification So Appealing To Learners?According to the report – Gamification in Education Market Size, Share, Trends and Industry Analysis, the gamification of education in 2018 was marked at $450 million. However, this figure is likely to explode by 2025 and reach around $1.8 billion. This is a CAGR of almost 32% during the forecast period.Gamification uses gaming mechanics, such as badges, points, levels, or leaderboards and applies these mechanics to how a learning course is taught. This, in turn, improves the learner’s motivation. Moreover, the design of the game offers the learners the freedom to fail and to face and accomplish various challenges and goals respectively.Gamification in education is also sometimes termed as game principles for education, gameful thinking, engagement design, motivational design, etc.How does game-based learning differ from gamification?A game-based learning is about crafting the content around game-story. The students may create their own games or play other commercial video games. On the other hand, gamification is about shaping the game around the educational context.Gamification operates on the assumption that the engagement experienced by the gamer should be translated to the learning context. This would eventually influence the behavior of student while facilitating learning at the same time. Since gamers willfully spend hours on solving the gaming challenges, the developers are using the potential of video games to harness learners’ motivation and to apply the techniques to learning environments.The majority of times, the term ‘gamification’ conjure pictures of earning points, leaderboards, and obtaining badges for educational specific content. While all these elements have been a part of gamification, the long-term advantages usually come by incorporating some other rich elements.Moreover, now instructional designers use a lot richer game elements and incorporate them in learning. These elements increase the motivation in learners. Also, it helps in drawing their attention and to engage them in learning through play as well as continuing playing - as one of the major achievement.For your better understanding, here are the top-picked game elements which are a powerful vehicle for learners. They are designed to enable learners to solve a problem; a crucial skill which is needed today and even tomorrow. Mystery – this element requires the learners to fill the gap between known and unknown. The learner has to use some information to fill this gap but for that, they first need to find that information. For instance, finding a hidden key to a closed door. Action – almost every game instantly start with an action. The action that forces the learner to make a move. For instance, finding a map, searching a shelter, collecting pieces etc. The action is used to engage the learners immediately. Challenge – every human feels pleasure in overcoming challenges. This runs in human DNA, and that is why game developers leverage this innate desire by challenging players at each step. Risk – a game with no risk of life or collected coins is a piece of boredom. A game is always appealing if it comes with the risk of losing a ‘life’, a need to start over again or to lose all the collected items just because of a wrong move. Such game elements first challenge and then improve the learner’s ability to focus and make a strategic move. Uncertainty – in this element, learners hold no idea about what may come next in their way. For instance, can you solve the puzzle and move to next level or you may get stuck in the round and require to start over again. Progress Visibility – such game designs clearly tell learners what must be done, where to start, and how long it must go on. For instance, in PacMan, you know the remaining dots and throughout the stage, players follow through these dots, improving their performance and chances of success. Emotional Content – unlike learning modules, games bring up the emotions of anger, sadness, enthusiastic happiness or frustration. In short, it brings out the most valuable human aspect of emotions. These game elements help encourage and embrace different human emotions. It is highly efficient to incorporate one or more of these game elements in a learning strategy. While all of these learning strategies appeal to the core human values, they also help the learners in adapting the learning material immediately and in a lot more depth. Benefits of gamificationUtilizing elearning gamification enhances cognitive development in young individuals. Integrating gamification techniques can stimulate heightened brain activity, which is crucial for cognitive growth. Such techniques, often seen in "cognitive enhancement games," are becoming increasingly prominent. These games, framed around diverse challenges and puzzles, bolster the brain's capacity to process and retain data. In certain scenarios, it also supports physical growth. Interactive gaming workouts can match the effectiveness of conventional physical exercises. Such exercises are especially beneficial for young individuals who are avid gamers but might not be physically active. The long-term advantages of maintaining an active lifestyle are manifold. Gamification boosts student participation in educational settings. In a study aimed at gauging student participation when introducing gamification elements, researchers implemented a points-based system for various classroom activities. The student engagement metrics revealed that the gamified environment fostered a positive and more productive learning atmosphere. Gamification ensures inclusivity in educational settings. As an instructional mechanism, gamification can cater to the diverse needs of young learners. A study focused on the potential of video game-based gamification for students on the autism spectrum demonstrated its efficacy in delivering age-appropriate content. Beyond school walls: Gamification's expansive reach. Gamification extends beyond traditional classrooms, offering enriched learning experiences elsewhere. For instance, segmenting your child's arithmetic tasks allows them to "level up" after each segment, unlocking clues for a mystery. Alternatively, encouraging your child to craft their version of the Periodic Table, inspired by Mendeleev's card method, can be enlightening. Gamified learning at home offers parents a delightful avenue to engage with their child's educational journey. The Psychology Theory Behind Gamification That Makes it WorkThe main reason why gamification works is that it taps into the top three motivators (recognition, sense of competition and reward) to improve employee engagement. It is the convergence of productivity and technology where game mechanics are utilized in a non-gaming context. A gamification tool taps into the psychological behavior that governs our everyday decisions and provides a strong platform to share our achievements, manage our work progress, and build competition. Gamification is 75% psychology and 25% technology Gabe Zichermann, "Gamification by Design" A successful gamification tool only works when it provides users with the following: The required motivation is to perform the task and receive the offered rewards or to gain recognition. A great ability to carry out the tasks by breaking such tasks into bite-size chunks, facilitating it and by increasing the user perceived capability. A cue or trigger to complete the action. It took the not-so-interesting task of system debugging and turned it into an interesting contest in which programmers were asked to compete and highlight the most glitches in the least possible time. Today, gamification is implemented using leaps and bounds. As per the MarketsandMarkets report, the worldwide gamification industry is likely to be valued at around $ 11.1 billion by the end of 2020, right from $ 1.65 billion in the year 2015. With such remarkable growth, gamification will be a game changer for many small businesses in just a matter of a few years.Example 1 A personal training or fitness business might expand their reach just by offering various virtual personal training, integrating a mobile app to monitor body exertion level, improve form and manage the number of reps to fully match the customers’ fitness level. To name a few fitness apps which are already using the great gamification concept to ensure fitness fun include Superhero Workout and Zombies, Run!Example 2 Coca-cola integrated the element of game design back in 2006, encouraging consumers to collect their loyalty points and get rewarded with exciting prizes. They integrated gamification as part of their popular ‘My Coke Rewards’ campaign and they ultimately retained around 20m lifetime members eventually.Example 3 Another great example is none other than popular Nike brand. They developed Nike app that rewarded the consumers with ‘cheers’ each time they shared statistics related to calories burnt, running and more on social media. A similar business app would reward employees with points or badges for peer-to-peer recognition. Virtual reality and Augmented Reality will boost next-gen gamification design Example 4 The iOS augmented app from IKEA, assists customers in planning the furniture placement on their phones in an immersive, fun way. These enterprise examples might appear unapproachable by many small businesses at this time but are likely to evolve significantly soon.Gamification vs. Game-Based LearningThere is a huge distinction between gamification and game-based learning. One should not misunderstand these terms or their intended application. It is important for businesses to understand the distinction if they wish to leverage the strategy. Gamification is the idea of including game-design elements in more non-game situations. On the other hand, gamification is the simple use of games to improve the learning process. Clash of Clans and Pokémon are the two popular illustrations of game-based learning design. Now, to give a better understating of gamification in education and modern-day learning strategy, let us have a look at some amazing examples of gamification in education. Examples of Gamification in EducationHere are some examples of game designs, which capture the learners on a much deeper level. These games help the learners to master the skill or information, as they put them to competition or challenges. Meanwhile, they also offer rewards and both positive and negative feedback.Medieval SwanseaThis is a highly interactive game. It’s a historical game in which learners take up the role of a detective to solve an old mystery. The game can be played on all digital devices. The underpinning ideas of the game include various scenarios driven by different branches, character witnesses and narrative stages, including progression. All of this; help learner to follow their progress and to know what is left to be done.Every stage put learners to new challenges and provides them with instant feedback. The better they perform, the better they can move on in the game.Gamification strategy Medieval Swansea is a mobile app that has gamified the history of Swansea, a coastal city in South Wales. The app turns the city into a virtual medieval world where users can complete quests, solve puzzles, and collect rewards as they explore the city. Result While there are no specific sales or conversion rate numbers available for Medieval Swansea, the app has been positively received and has received many downloads and reviews. For example, the app has a rating of 4.6 out of 5 on the App Store based on over 500 reviews. Ribbon HeroIf we speak of gamified microlearning solutions for corporate learning, Ribbon Hero is the game that first comes to mind. The game helps in meeting the basic demands of Microsoft Office. It helps learners to learn the basic tools of Microsoft Office. As the learners play the game they earn points for successfully completing the different challenges. The challenges are offered as text manipulation, page design, artistic presentation and a comprehensive section of quick points.The game is smartly designed that put learners to various challenges while helping them developing Microsoft skills. Ribbon Hero tracks learners’ progress and links it with Facebook, allowing learners to share and compete with other learners.Gamification strategy Ribbon Hero is a game developed by Microsoft that uses gamification to teach users how to use Microsoft Office programs such as Word, Excel, and PowerPoint. The game offers a series of challenges and quests that teach users how to use various features of the programs in a fun and engaging way. Result While there are no specific sales or conversion rate numbers available for Ribbon Hero, the game has been positively received and has been downloaded over a million times. The game has been praised for its ability to make learning about Microsoft Office programs fun and engaging. Virtual Reality HouseAt eLearning Awards, the game has been awarded gold medal twice. The skilful game let the trade trainees for instance plumbers to utilize and practice their learned skills in an immersive and real-life virtual reality simulation. The game helps them to polish their skills, improve competence and confidence and to learn from their mistakes.The game comes with scenario-based learning, with different pathways for advanced learners and beginners. It offers the players with tools, fittings, and fixtures the assist players in visualizing the real-life setting. Moreover, learners learn through step by step approach as they follow through the steps of planning, installation, and costing.Gamification strategy Virtual Reality House is a virtual reality game that uses gamification to teach users about home design and interior decoration. The game allows users to create and decorate virtual homes, experiment with different design styles and furniture, and share their designs with others. Result While there are no specific sales or conversion rate numbers available for Virtual Reality House, the game has been positively received and has been used by many users to explore their creativity and design skills. The game has been praised for its ability to make learning about home design and decoration fun and engaging in a virtual environment. DuolingoThis game is actually a language-learning platform. The game offer combination of paid and free components i.e. free language learning and paid text translation feature.The game offers different levels based on the developed skills of the learners. It also comes with the features of websites and documents translation. Also, the learners can look at other learners’ translations, rate them and provide feedback. If the student completes the task within the time limit, they earn points as well as a time bonus. Duolingo is definitely a great achievement in terms of gamification in education.Gamification strategy The Duolingo English Test is an online language proficiency test that uses gamification to make the testing process more engaging and accessible. The test uses a variety of interactive exercises and challenges to evaluate the test taker's language skills and provides instant results and feedback. Result According to Duolingo, the test has been taken by over 10 million test-takers worldwide and is accepted by over 2,000 institutions (source: Duolingo English Test website). The gamification strategy has successfully made the testing process more engaging and accessible and has received positive reviews from test-takers and educators alike. BrainscapeBrainscape is a simple learning-oriented game. This helps the learners to create exceptional flashcards to meet their learning capabilities. In such a way they learn the ideas in the most comprehensive manner, leaving out the ones they already know. Since learners usually forget almost 90% of the material while studying, brainscape overcome this issue with its smart flashcards. Teachers and students can create flashcards collaboratively, using the scientifically proven system of study.Gamification strategy Brainscape is a mobile app that offers a platform for users to create, share, and study digital flashcards. The app uses gamification to incentivize users to continue studying by awarding points and badges for completing sets of flashcards and reaching certain milestones. Result According to Brainscape, users who earn at least one badge are 50% more likely to complete a full set of flashcards than those who don't. The app has over 1 million registered users and has been downloaded over 10 million times (source: Crunchbase). KnowreIn a traditional classroom, it is difficult for teachers to personalize the material. The high achievers may not be challenged enough, or the low-graders might get frustrated due to a lack of motivation. But as we speak of the potential of gamification in education, Knowre has enabled the instructors to personalize the course material according to every learner’s skill.This approach to math education, known as adaptive math curriculum, empowers instructors to tailor instruction to each student's unique needs. It replicates the benefits of one-on-one learning by delivering a personalized experience. Students gain a deeper understanding by breaking down concepts step-by-step. This method, coupled with consistent feedback and review, helps them solidify their grasp of the material and overcome areas of difficulty.Gamification strategy Knowre is an online math tutoring platform that uses gamification to motivate students to learn and improve their math skills. The platform offers a variety of interactive math exercises that use gamification elements such as points, badges, and leaderboards to engage students and encourage them to complete more exercises. Result According to Knowre, students who use the platform for at least 30 minutes a week improve their math skills by an average of 17% (source: Knowre website). The platform has been used by over 200,000 students and over 3,000 schools (source: Crunchbase). LifesaverThe game helps learners understand and apply the basic steps to save someone’s life suffering from choking or cardiac arrest.The players are challenged based on a scenario-based approach, crisis simulation; choice of story and characters, and time limitations that help in understanding that time is essential in such circumstances. The learners can unlock levels as they progress and acquire the required skills and knowledge. Moreover, you can review your performance in real-time, analyze your weak points, and share your progress through various social media platforms to compete with other learners.Gamification strategy Lifesaver is a mobile app that offers a simulation game designed to teach users CPR and other lifesaving skills. The game uses gamification to create an engaging and interactive learning experience, where users must make decisions and take actions in real-time to save virtual lives. Result According to the Resuscitation Council UK, the creators of Lifesaver, the app has been downloaded over 1 million times and used by thousands of people to learn and practice CPR skills (source: Resuscitation Council UK website). While no specific sales or conversion rate numbers are available for the app, it has been positively received. It has won several awards for its innovative approach to CPR training. VirtonomicsThis is the game that offers extensive strategic learning for higher education learners. However, there is no age limit to play this game. The game is played by over 1 million learners around the globe. The storyline of the game revolves around an economy which is full of businessmen, scientist, students, entrepreneurs etc.They live in a friendly yet business-oriented community. However, players must use their strategic and analytical thinking, experience and knowledge to implement impactful business strategies to bring exponential success to your company.Gamification strategy Virtonomics is a business simulation game that uses gamification to teach users about business management and entrepreneurship. The game allows users to create and manage virtual businesses, compete with other players, and learn about various business concepts such as marketing, finance, and operations. Result According to Virtonomics, the game has been used by over a million players worldwide and has received positive reviews from users and educators (source: Virtonomics website). While no specific sales or conversion rate numbers are available for the game, it has been praised for its ability to teach users about business concepts and improve their decision-making skills. ConclusivelyThese are some of the colors of the spectrum of gamification in the learning industry. These games target anyone or two game elements such as competition, time management, and communication. Some enlighten creativity while others ask for imagination. Regardless, what element they speak to and how they are designed, gamification in education is an incredible learning technique and a complete package of educating, learning, and assessment in the good learning environment. [faq title="FAQ"] [faq-item question="Is gamification relevant only to learning?"] Gamification extends beyond learning and finds applications in various fields such as marketing, employee engagement, and healthcare. While its effectiveness in enhancing learning experiences is well-documented, gamification principles can also be applied to foster engagement and motivation in diverse contexts beyond education. [/faq-item] [faq-item question="Who invented gamification, and when did it start?"] The concept of gamification dates back to the early 2000s, with its roots often attributed to Nick Pelling, who coined the term "gamification" in 2002. However, the widespread adoption and exploration of gamification principles across industries gained momentum in the late 2000s and early 2010s, fueled by advancements in technology and behavioral psychology. [/faq-item] [faq-item question="Do games really help you learn?"] Yes, games can be effective learning tools because they can engage learners, promote active participation, and facilitate skill acquisition through experiential learning. By incorporating elements such as challenges, rewards, feedback mechanisms, and progress tracking, educational games can create immersive learning experiences that enhance retention and comprehension. [/faq-item] [faq-item question="How does gamification help in learning techniques?"] Gamification enhances learning techniques by leveraging game design elements and principles to motivate learners, increase engagement, and facilitate skill development. Through features like points, badges, leaderboards, and levels, gamified learning experiences create a sense of achievement, foster competition, and provide immediate feedback, thereby promoting deeper learning and sustained motivation. [/faq-item] [faq-item question="How do I design my learning game effectively?"] Designing an effective learning game involves careful consideration of learning objectives, audience preferences, game mechanics, and feedback mechanisms. Start by clearly defining learning goals, identifying relevant game mechanics to support those goals, and integrating engaging narratives and challenges. Continuously iterate based on user feedback and performance data to refine the game's effectiveness and ensure alignment with learning outcomes. [/faq-item] [/faq]
- Beyond school walls: Gamification's expansive reach.
- Gamification vs. Game-Based Learning
- Virtonomics
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Gamification Strategies in Education: The Ultimate Guide [2023]
- July 9, 2023
- Educational Gamification
In today's rapidly evolving educational landscape, gamification has emerged as a highly effective strategy to engage and motivate students. By incorporating game elements into the learning experience, educators can create a fun and interactive environment that promotes active participation and deepens understanding. At Gamification Hub™, we are passionate about leveraging the power of gamification in education to enhance student outcomes. In this comprehensive guide, we will explore the various gamification strategies and share practical tips for implementing them in the classroom.
Table of Contents
Introduction, using games in education, what is gamification in education, gamification in education examples, gamification of learning, why is technology important in education, the future of education technology in the classroom, what is gamification strategy in education, what are some gamification strategies, what is an example of gamification in education, what are the types of gamification in teaching, quick tips and facts, useful links, reference links.
Education is no longer confined to traditional textbooks and lectures. With the advent of technology, students have access to interactive and immersive learning experiences. Gamification takes this a step further by infusing game-like elements into the educational process. By tapping into the inherent motivation and engagement that games offer, educators can transform the way students learn and retain information.
Gamification encourages students to actively participate in their own learning journey, fostering critical thinking, problem-solving, and creativity. By incorporating elements such as points, levels, badges, and leaderboards, educators can create a sense of achievement and healthy competition, driving students to actively engage with the material.
But how can educators effectively implement gamification strategies in education? Let's dive into some practical examples and tips to gamify learning and promote student engagement.
Games have long been recognized for their ability to captivate and energize players. Incorporating educational games into the classroom can significantly enhance the learning experience by creating a dynamic and interactive environment. Educational games allow students to apply their knowledge, develop problem-solving skills, and foster collaboration with their peers. Whether it's through digital games or tabletop games, incorporating gameplay elements can make learning more enjoyable and impactful.
Here are a few ways to effectively use games in education:
Game-Based Learning : Games designed specifically for educational purposes offer an immersive and interactive experience. By aligning the game mechanics with the learning objectives, educators can create a seamless integration of gameplay and educational content . For example, interactive math games can help students practice arithmetic operations while having fun.
Simulations and Virtual Reality : Simulations and virtual reality (VR) provide virtual environments that replicate real-world scenarios. These technologies allow students to explore, experiment, and learn from their actions in a safe and controlled setting . Whether it's simulating a science experiment or exploring historical events through VR, students can gain a deeper understanding by actively engaging in simulations.
Gamified Assessment : Assessments are an integral part of the educational process. By gamifying assessments, educators can make them more engaging and motivating for students. Adding game elements like timers, challenges, and rewards can make assessments feel like a game, increasing student motivation and performance .
Game Design and Development : Empower students to become creators of their own games. Introducing game design and development as part of the curriculum can encourage critical thinking, problem-solving, and creativity. By designing their own games, students not only deepen their understanding of the subject matter but also develop valuable skills such as computational thinking and iterative problem-solving .
Gamification in education refers to the integration of game elements and mechanics into the learning process to enhance student engagement and motivation. It goes beyond using games as a tool for learning and focuses on applying game design principles to educational activities . By incorporating elements like points, badges, leaderboards, and levels, educators can tap into the intrinsic motivation of students and promote a sense of achievement and progress.
Gamification in education offers several benefits:
- Increased student engagement : By making learning more enjoyable and interactive, gamification captures and sustains student interest throughout the learning process.
- Enhanced motivation : Game elements like points, levels, and rewards provide intrinsic motivation and drive students to actively participate and excel in their learning journey.
- Personalized learning experience : Gamified systems can adapt to individual student needs, providing targeted feedback and content tailored to their unique learning requirements.
- Promotion of healthy competition : Leaderboards and challenges foster healthy competition among students, pushing them to strive for improvement and excellence.
- Developing 21st-century skills : Gamification promotes the development of critical skills such as problem-solving, collaboration, and creativity, which are essential for success in the modern world.
To better understand how gamification can be implemented in education, let's explore some inspiring examples:
1. Classcraft
Classcraft is an educational role-playing game that transforms the classroom into an interactive adventure. Students create their own avatars, form teams, and embark on learning quests . As they progress, they earn points, unlock powers, and collaborate to overcome challenges. Classcraft leverages game mechanics to motivate students and promote positive behavior in the classroom.
Kahoot! is a widely popular game-based learning platform that allows educators to create interactive quizzes, surveys, and discussions. Students can join Kahoot! games using their devices, competing in real-time against their peers . The platform offers a fun and engaging way for educators to assess student knowledge and reinforce learning outcomes.
3. Breakout EDU
Breakout EDU brings the excitement of escape rooms to the classroom. Students work together to solve puzzles, uncover hidden clues, and unlock boxes to "break out" . This gamified learning experience promotes critical thinking, collaboration, and problem-solving skills in a highly interactive and immersive setting.
These examples showcase how gamification can transform traditional learning experiences into engaging and motivating journeys. By leveraging game elements and mechanics, educators can create a conducive environment for active learning and improved student outcomes.
The gamification of learning involves designing educational experiences that incorporate game elements and mechanics to enhance student engagement and motivation. This approach goes beyond using standalone games and focuses on embedding game-like elements within the learning process itself.
Here are some key considerations for gamifying learning:
Define learning objectives : Start by clearly defining the learning objectives you want to achieve. Align the game elements with these objectives to ensure that the gamified experience enhances learning outcomes .
Choose appropriate game elements : Select game elements such as points, badges, leaderboards, and challenges based on the specific learning objectives and target audience. Different elements can be used to promote different desired behaviors . For example, points and leaderboards can foster healthy competition, while badges and rewards can recognize achievements.
Provide immediate feedback : Constant and constructive feedback is crucial for effective gamification. Ensure that students receive timely feedback on their progress and performance . This can be done through real-time feedback during gameplay or personalized feedback after completing learning activities.
Promote collaboration : Foster a collaborative learning environment by incorporating team-based challenges and activities. Encourage students to work together, share knowledge, and support one another's learning journey. Collaboration promotes critical skills such as communication, teamwork, and problem-solving .
Balance challenge and rewards : Striking a balance between challenge and rewards is key to maintaining student motivation. Design challenging tasks that provide a sense of accomplishment upon completion . Break down larger goals into smaller, achievable tasks to keep students motivated throughout the learning journey.
Iterate and improve : Monitor the effectiveness of your gamified learning experience and gather feedback from students. Continuously iterate and improve the gamification strategies based on the insights gained . Students' input and involvement in the process can be valuable in refining the experience.
By carefully designing and implementing gamification strategies, educators can create an engaging and impactful learning environment that motivates students to actively participate and thrive.
Technology has become integral to modern education, revolutionizing the way students learn, interact, and engage with educational content. Here are some key reasons why technology is important in education:
Enhanced accessibility : Technology has made learning accessible to a wider audience. With online courses, mobile learning apps, and educational websites, students can access educational resources anytime, anywhere. This opens up opportunities for remote learning, personalized instruction, and individualized pace.
Engagement and interactivity : Technology allows for interactive and immersive learning experiences that captivate students' attention and foster engagement. Multimedia elements, simulations, and interactive quizzes make learning more interactive and enjoyable . Engaging visuals and interactive elements can significantly enhance students' understanding and retention of complex concepts.
Personalized learning : Technology enables adaptive learning platforms that tailor content and instruction based on students' individual needs and progress. Adaptive learning systems can provide personalized feedback, adapt the difficulty level of tasks, and offer targeted resources and interventions . This personalized approach maximizes student learning and minimizes knowledge gaps.
Collaboration and communication : Technology tools facilitate collaboration and communication among students, teachers, and parents. Online discussions, video conferencing, and collaborative platforms enable seamless communication and foster teamwork . Such technology-enabled collaboration prepares students for real-world scenarios where effective communication and teamwork are vital.
Preparation for future careers : Technology is deeply embedded in almost every aspect of modern workplaces. By integrating technology in education, students become familiar with tools and skills required in the 21st-century workforce . This ensures that students are well-prepared for future career opportunities and can navigate the digital landscape with confidence.
The integration of technology in education offers boundless possibilities for innovative teaching and learning approaches. By leveraging technology effectively, educators can create dynamic and engaging learning experiences that prepare students for success in a rapidly changing world.
As technology continues to advance at an unprecedented pace, the future of education technology holds tremendous potential for transforming the classroom experience. Here are some trends that will shape the future of technology in education:
Artificial Intelligence (AI) : AI-powered educational tools and virtual assistants have the potential to revolutionize personalized learning. AI algorithms can analyze learning patterns, provide adaptive feedback, and even create customized learning paths for individual students . These intelligent systems can identify knowledge gaps, suggest targeted resources, and enhance the overall learning experience.
Virtual Reality (VR) and Augmented Reality (AR) : VR and AR technologies offer immersive and experiential learning opportunities. Virtual field trips, interactive simulations, and virtual laboratories enable students to explore complex concepts and environments otherwise inaccessible in traditional classrooms. VR and AR can provide a truly transformative learning experience that bridges the gap between theory and practice .
Gamification : Gamification will continue to be a powerful tool for promoting student engagement and motivation. With advancements in technology, gamification strategies will become more sophisticated, offering personalized and adaptive experiences that cater to individual students' needs . AI algorithms will be leveraged to create dynamic and responsive gamified learning environments.
Data-driven instruction : As technology collects vast amounts of data on student performance and behavior, data analytics will play a vital role in informing instructional decisions and improving learning outcomes . Insights gained from data analysis can help educators identify areas of improvement, measure the effectiveness of instructional strategies, and intervene when necessary.
Collaborative learning platforms : Technology will continue to facilitate collaborative learning scenarios beyond physical boundaries. Online platforms will evolve to provide seamless collaboration, real-time communication, and project-based learning experiences that transcend traditional classrooms . These platforms will enable students to work collaboratively on assignments, projects, and problem-solving activities.
The future of education technology holds immense potential for transforming the classroom experience. By staying abreast of emerging trends and embracing innovative tools, educators can create dynamic and impactful learning environments that prepare students for the challenges and opportunities of the future.
Gamification strategy in education refers to the intentional design and implementation of game elements and mechanics within the educational context to enhance student engagement and motivation. It involves incorporating elements like points, levels, badges, and rewards into the learning process to tap into the intrinsic motivation of students . Gamification strategies aim to create a fun and interactive environment that fosters active learning and deepens understanding.
There are various gamification strategies educators can employ to enhance student engagement and motivation:
- Points and leaderboards : Awarding points for tasks completed or correct answers, and displaying leaderboards to foster healthy competition.
- Badges and rewards : Providing badges or rewards that represent achievements and progress.
- Levels and progression : Creating different levels or stages that students can unlock as they progress.
- Challenges and quests : Designing challenges or quests that require students to apply their knowledge and skills.
- Collaboration and teamwork : Promoting collaborative learning experiences and team-based challenges.
- Real-time feedback : Providing immediate feedback on student performance, progress, and achievements.
These strategies can be tailored to fit different educational contexts and learning objectives, promoting active engagement and enhancing student outcomes.
An example of gamification in education is the use of a digital platform that rewards students with points and badges for completing learning tasks or answering questions correctly. By earning points and badges, students feel a sense of achievement and progress, encouraging them to actively participate in the learning process . Leaderboards can also be implemented to foster healthy competition and motivate students to excel.
There are various types of gamification strategies that can be employed in teaching:
- Points-based gamification : Awarding points to students for completing tasks or answering questions correctly.
- Badges and rewards : Granting badges or rewards to recognize achievements and progress.
- Level-based gamification : Creating different levels or stages that students can unlock as they progress.
- Competition-based gamification : Implementing leaderboards or challenges to foster healthy competition.
- Collaboration-based gamification : Encouraging collaboration and teamwork through group challenges or projects.
- Narrative-based gamification : Incorporating storytelling elements into the learning experience to engage students and drive their motivation.
These different types of gamification strategies can be combined and customized based on the learning objectives and preferences of the educators and students.
- Incorporating game elements in education can enhance student engagement and motivation.
- Gamification promotes active learning and fosters critical skills such as problem-solving and collaboration.
- Educational games and simulations can provide immersive and interactive learning experiences.
- Gamified assessments can make testing more engaging and motivating for students.
- Game design and development empower students to create their own games and develop valuable skills.
- Technology plays a vital role in modern education, enhancing accessibility and engagement.
- AI, VR, and AR will shape the future of education technology, providing personalized and immersive learning experiences.
- Gamification strategies emphasize intrinsic motivation, achievement, and healthy competition.
- Constant feedback and iteration are key to successful gamification implementation.
- Data analytics and collaboration platforms will drive the evolution of education technology.
Now that you have a comprehensive understanding of gamification strategies in education, we encourage you to explore and implement these strategies in your own teaching practice. Embrace the power of gamification to create engaging and impactful learning experiences for your students. Remember, learning can be fun and exciting!
We recommend Classcraft as a great tool for implementing gamification strategies in education. Check out Classcraft on their official website to learn more!
- Breakout EDU
- Gamification Hub™
- ESCI article on the Benefits of Gamification in Education
- EdSurge article on Using Games in Education
- EdTech Magazine article on the Future of Education Technology
- The Journal article on the Impact of Gamification in Education
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How Effective is Gamification in Education? 10 Case Studies and Examples
At its essence, gamification in learning involves the strategic integration of game elements and mechanics into educational pursuits, with the aim of promoting engagement, motivation, and enhanced learning outcomes.
By imbuing the learning experience with the excitement and sense of accomplishment associated with games, gamification has the potential to transform the way we approach education. Elements such as badges, leaderboards, and rewards tap into the innate human desire for achievement and progress, compelling students to devote their energies to the mastery of new skills and concepts.
Due to its increasingly recognized benefits, gamification is expected to grow by an average of 28% every year between now and 2030 .
Let’s dive into 10 case studies that explore the positive impact of gamification on student engagement, motivation, and learning performance.
1. 89% increase in student performance via challenge-based, gamified learning
A study was conducted among 365 students at the School of Electrical and Computer Engineering of the National Technical University of Athens, Greece.
The experiment involved a web-based gamified application called Horses for Courses aimed to improve the learning outcomes of students in statistics.
It was found that challenge-based gamification can improve student performance by 89.45% compared to lecture-based education .
The overall performance of the students increased by 34.75%.
2. Gamification led to a 65% increase in user engagement
Online Travel Training (OTT) launched a new website where members were encouraged to undertake particular training activities and earn virtual badges for completing 5 European training courses.
The platform conducted a review of its website users and found an average increase of 65% in user engagement and a 300% uplift in online activity for some users after implementing gamification.
3. Gamification boosts memory and recall by 40%
A study by the Federation of American Scientists found that students recalled 20% of what they heard. When visuals accompanied an oral lecture, the number rose to 30%.
If someone took an action along with the explanation, the number rose to 50%. But if the students perform the job themselves with the use of gamification, they can retain 90% of what they learned .
4. 68% of students feel more motivated and engaged when using gamified learning
A survey was conducted among 124 students to measure their behavior and perception of a gamified course, as it related to their motivation and engagement levels.
It was found that 67.7% of students felt that the gamified course was more motivating than a traditional course.
5. 300% higher homework completion rate when using a gamified course with levels, badges, and a feedback system
A study was conducted to test the validation of a gamified platform using badges, titles, leaderboards, etc., to support students.
The 2014-2017 study, conducted on three generations of students in two different computer science undergraduate courses, revealed that the gamified group had an attendance of 86.25% against 61% of the control group. The homework completion rate for the gamified lot was 56.25% compared to 18.5% of the control group .
6. The use of gamification in training led to a 44% increase in motivation
Compared to non-gamified training, gamification appears to enhance learning motivation and reduce boredom and unproductiveness.
A majority of individuals who receive non-gamified training scored low in motivation (28%), found the training boring (49%), and unproductive (12%). However, when gamification elements are included in training, 83% of individuals reported feeling motivated, while only 13% reported feeling bored or unproductive.
7. Learners using gamified tutorials completed tasks 57.5% faster than the control group
A study compared a gamified tutorial system with a non-gamified one. The findings revealed that students felt highly engaged, completed tasks faster, and did more tasks after using the tutorial with gamified components.
The student survey revealed that they were able to complete 10% more testing tasks and completed the tasks an average of 57.5% faster than the control group , which used a non-gamified tutorial.
8. Gamification improved students’ understanding of the curriculum by 75.5% and 89% wanted gamification for other subjects
A study included 260 management students who were surveyed and asked about their views on their experiences with gamification solutions at the end of the semester.
The students gave positive feedback and said that the classes were interesting and they liked attending them. 85% of students liked that they could be creative, 75.5% felt they better understood the curriculum , and 89% wanted a similar opportunity for other subjects.
9. 73% of children with ADHD reported a lasting improvement in attention after regularly playing the game EndeavorRx
The US Food and Drug Administration (FDA) used EndeavorRx , the first prescription video game, to treat children with Attention Deficit Hyperactivity Disorder (ADHD). The method was tested on 600 children for over 7 years.
73% of children reported an improvement in their attention after eight weeks of use with a 25-minute play session five times a week for four weeks. This was the first time a video game was used as a part of digital therapy by the FDA.
10. 95% of medical students felt engaged during gamified learning and 74% agreed it was better than traditional lectures
A study was conducted to create a gamified review of core obstetric and gynecology topics which were educational and useful for residents.
In this study, 36 residents were divided into small groups led by a faculty facilitator. Each group was divided into two teams of three or four members who were asked to complete certain tasks and an online survey. Most of the residents enjoyed the activity.
95% of the medical learners agreed they were engaged during the gamified session. 74% agreed that the activity was better than traditional lectures.
This is a stark contrast to the 46% of students who reported feeling engaged at school in 2021.
Will the gamification revolution take over online learning?
Today, the digital generation is finding game-based learning familiar and more conducive to learning than traditional methods like lectures, passive videos, and textbooks.
The studies above show that students using gamification achieve better recall rates, faster task completion, and improved engagement compared with traditional learning formats.
It has become clear that gamification will be a key driver of next-generation learning systems, and educators have an incredible opportunity to implement game-based learning to improve student outcomes and enjoyment of learning.
Axon Park is focused on pushing these limits to make gamified learning even more fun, social, easy to create, and accessible across a wide range of platforms.
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In the education realm, gamification is starting to pick up steam. With success stories such as Classcraft, Class Dojo, and Rezzly leading the charge, the potential for gamification to spread to more and more classrooms is a forgone conclusion. ... 12 Examples Of Gamification In The Classroom. 1. Giving points for meeting academic objectives.
Learn what gamification is, how it works, and why it can make learning more engaging and fun. Explore examples of gamification elements and strategies for teachers and students.
The Google Read-Along app is a great example of gamification in education. It uses gamified features such as points and badges to help improve the reading experience for young learners who are just beginning their journey with books. This can be used in both primary and secondary schools, especially when motivating students toward literacy ...
2. Education: Making Learning Addictive. Educational platforms like Khan Academy, Duolingo, and Quizlet leverage gamification to make learning more engaging and addictive for students of all ages:. Points and Badges: Earning points for correct answers and unlocking badges for completing modules provides positive reinforcement. Leaderboards: Friendly competition motivates students to strive for ...
Case Studies in K-12 Education 1. Using Gamification to Ignite Student Learning | Edutopia. Author: Matthew Farber Summary of Challenges and Objectives: Struggling to engage students in complex subjects, the author sought to create an immersive learning experience. Solution: Utilization of game-based learning to make subjects more interactive and relatable.
Examples of gamification in the classroom include leaderboards, badges, leveling up, and quests. Gamification promotes collaboration, problem-solving, critical thinking, and other essential skills. Teachers can use gamification to create a more interactive and immersive learning environment.
Gamification examples in education can range from something as simple as a leaderboard system to much more complicated VR-based scenarios. It all depends on how far institutions want to push the envelope. Let's explore some ways gamification can be incorporated into education! Earning Points or Virtual Currency
Learn how gamification uses gaming mechanics to improve learner motivation, engagement, and cognitive development. Explore the benefits, elements, and examples of gamification in education, from classroom activities to online courses.
Gamification in Education Examples. To better understand how gamification can be implemented in education, let's explore some inspiring examples: 1. Classcraft. Classcraft is an educational role-playing game that transforms the classroom into an interactive adventure.
It was found that challenge-based gamification can improve student performance by 89.45% compared to lecture-based education. The overall performance of the students increased by 34.75%. 2. Gamification led to a 65% increase in user engagement