Studies have shown that meaningful learning experiences where students are engaged and find connections to what they are learning to their everyday life, leads to storing more knowledge about what is trying to be taught.
Games are a means to creating learning and enjoyable activities that can enhance student engagement. Most times, games support the affective filter in teaching, given that it helps students relinquish anxiety and fear of making mistakes. Games also make learning a fun, dynamic and enjoyable activity, which is a change from a more formal classroom, teacher-driven setting.
According to Karl Kapp gamification can de defined as "an emergent approach to instruction which facilitates learning and encourages motivation through the use of game elements, mechanics and game-based thinking" (Bradbury, 2017). Students are familiar with games and see games as an activity that is fun and engaging. Gamification lets educators implement game applications into the classroom in order to connect the enjoyment of game-playing to learning. It can also support to creating an learning environment that is more student-centered.
Game-based learning differs from gamification in that in game-based learning, educators have more clear learning objectives and games are tools into introducing a concept or perhaps extending understanding of material. Gamification does not necessarily need to a learning agenda and might just be a tool to create safe learning spaces or to build on motivation. Game- based learning on the other hand, is more centered on the learning experience and in mastering learning objectives.
Holly Bradbury.(March 21, 2017). Gamification vs. Game-Based Learning: What's the difference? http://www.theknowledgeguru.com/gamification-vs-game-based-learning/
Wenger-Trayner Etienne and Beverly. (2015). Introduction to Communities of Practice.
https://wenger-trayner.com/introduction-to-communities-of-practice/