Gamification is ‘’the use of game mechanics and experience design to digitally engage and motivate people to achieve their goals”. (Gartner, 2004)
These methods can include points, leaderboards, direct competitions and stickers or badges, and can be found in industries as varied as personal healthcare, retail—and, of course, education.
What can games or gamification do?
Provide a source of instrinsic motivation
Be FUN
Encourages curiosity
Help teach problem solving skills
Make connections to the past
Allow for exploration
Teach how to cope with challenges
Allow for engagement and flow
Note 1
Gamification in the classroom is not limited to playing games during class, but it is used to find solutions to a problem that has been identified in the classroom. Gamification gives students a foundation to identify a problem, perform an action, and see the result. Educators should not be discouraged by the possible extra work, time, and knowledge that is needed to add gamification into the curriculum. Gamification directly affects engagement and motivation and it indirectly leads to acquiring more knowledge and skills.
Problem-solving
Engagement
Task management
Education is an investment that is worth the risk. Making education sustainable through following trends and knowing who the students are. Gamification is a resource that can take lessons beyond the classroom. Gamification can be a challenge in the beginning to add to the curriculum, but the payoffs in student enjoyment is worth it.
Examples
Kahoot makes it easy to create, play, and share fun learning games and quizzes. Great way for visual and audio learners understand lesson concepts. (Must sign-up to start creating/ playing- free to use)
Google Forms can be used as an online test/ quiz takers. Google Forms can also be used to create surveys, break-outs, escape room, online scavenger hunts, and many more ways. (Free with a gmail account)
codeHS.com is an online computer science platform with web-based curriculum, tools and resources, and professional development. (Free to use on a basic level. More opportunities available with a paid subscription) (This is not the online Online Computer Science Program. There are many out there for teachers to choose from and find the right fit for the classroom.)
other coding platforms: Blockly, code.org, Scratch.mit, codeacademy, khanacademy, and many more.
Minecraft is a web-based open-world online tool and resource for teachers to use in the classroom. Minecraft promotes community, creativity, problem-solving, and collaboration where the student imagination is the limit. (Minecraft is a free online tool that requires an account. Teachers can have a classroom students can publish their games too.)
STEAM-based learning tool that gives student engagement with hardware and software while promoting 21-century skills. The Sphero program harbors creativity and ingenuity. (Sphero is a free program, but the Sphero product(s) have to be purchased to use with the program).
Note 2
Gamification in learning can be defined as the addition of game-based aesthetics, components, and mechanics to an educational activity to help engage and motivate learners, and to help facilitate learning (Deterding, Dixon, Khaled, & Nacke, 2011; Kapp, 2012).
Game elements can affect chemical reactions in the brain that promote positive emotions, improve reaction times, and increase learning, motivation and participation (Anderson & Rainie, 2012). Incorporating gamification into learning can help facilitate class participation, engagement, and motivation, and improve learner outcomes (Des Armier Jr., Shepherd, & Skrabut, 2016; Ding, ChanMin, & Orey, 2017; Ding, Erkan, & Orey, 2018; Looyestyn et al., 2017).
Learners who participate in gamification spend more time collaborating with others, and are better prepared for a variety of learning activities (Des Armier Jr., Shepherd, & Skrabut, 2016). Incorporating social features in gamification learning activities can help learners become more engaged and develop enhanced social connections (Curran, 2013). Use of gamification elements such as points, levels, progress bars, badges, leaderboards, avatars, and emoticons to react to classmates’ posts can help facilitate engagement (Ding, ChanMin, & Orey, 2017; Ding, Erkan, & Orey, 2018). Leaderboards can be especially effective in increasing motivation among students, and can enhance the social aspects of learning (Looyestyn et al., 2017).
References
Anderson, J., & Rainie, L. (2012). The future of gamification. Pew Research Center, Internet & Technology.
Curran, S. (2013). Reaching out to struggling online students with web 2.0 technology. International HETL Review, 3(9).
Des Armier Jr., D., Shepherd, C. E., & Skrabut, S. (2016). Using game elements to increase student engagement in course assignments. College Teaching, 64(2). doi:10.1080/87567555.2015.1094439
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Proceedings of the 15th International Academic MindTrek Conference on Envisioning Future Media Environments – MindTrek ’11.
Ding, L., ChanMin, K., & Orey, M. (2017). Studies of student engagement in gamified online discussions. Computers & Education, 115. doi:10.1016/j.compedu.2017.06.016
Ding, L., Erkan, E., & Orey, M. (2018). An exploratory study of student engagement in gamified online discussions. Computers & Education, 120. doi:10.1016/j.compedu.2018.02.007
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer.
Looyestyn, J., Kernot, J., Boshoff, K., Ryan, J., Edney, S., & Maher, C. (2017). Does gamification increase engagement with online programs? A systematic review. PLoS ONE, 12(3). doi:10.1371/journal.pone.0173403
Note 3
Gamification Tools
Kahoot uses leaderboards to support learning through competition.
Gimkit incorporates points to build motivation and engagement while learning.
Classcraft allows fantasy to drive team competition and automony.
ClassDojo supports positive behavior through the use of avatars.
GoogleSlide Templates for Gamifying Content
Escape Rooms and Bitmoji Classrooms have become popular. This is collaborative learning at its best.
Jeopardy games have been around awhile. I am also including an Eric Curts link to his template. Be sure to give him credit.
TThis teacher uses Google Slides for Guess What Word, Mystery Reveal, Boggle, Scavenger Hunt and Jeopardy (EricCurts.com)
This is a Social Studies Choose your own adventure template. This should be followed by reflection on the activity.
Scholarship
[If starred, one must be logged into BSU Library to see it]
Teacher perceptions of the value of game-based learning in secondary education *
Game-Inspired Design: Empirical Evidence in Support of Gameful Learning Environments
The Impact of Gamification - Recommending Education Scenarios
Does gamification increase engagement with online programs? A systematic review
Note 1
Links
Gamification in Education: 4 Ways To Bring Games To Your Classroom
Tools, Tips & Resources Teachers Must Know to Learn About Gamification of Education
Notes
NOTE1 : Submitted by EDTECH students Prudence S., Eva-Marie, & Samantha D., 2020
NOTE 2: Submitted by Lyndy H., Summer 2019
NOTE 3: Submitted by Lisa, Summer 2019