What is Gamification and Game-Based Learning?
Game-based learning as well as gamification of learning have both been growing in popularity in classrooms around the world. The idea of bringing in games to teach and interact with curriculum is an appealing one for teachers, students, and administration.
This new concept has a lot of misconceptions surrounding it, however. One of which is the debate around what it means to "gamify" learning. Another is what exactly is the difference between gamification and game-based learning?
Gamification of Learning
To start, "gamification" of learning means to apply game qualities to a classroom. This means including elements such as point systems, leader boards, badges, levels, experience points, and other rewards. This is meant to promote specific behaviours in students through "encouragement mechanics". This does not include a change in how you are present the material or content of the lesson, only how students interact within the classroom itself.
This approach has also been used in businesses to help motivate employees. This has earned it a somewhat bad reputation since gamification is implemented in an inappropriate way. This approach requires long though out approaches that allow time to be brought into a situation. This applies to classrooms as well. Students need to be slowly introduced to gamification to allow for any adjustments and to give students time to become familiar with it.
However, since it does not require any changes to the physical content being taught. Implementing it is quite easy; you only need to add game-like aspects to the classroom environment and you have gamificaiton!
Game-Based Learning
game-based learning is what most people think of when told about adding game elements to the classroom. These involve adding game-like activities, projects, labs, etc. to the way teachers are teaching. Game-based learning is a type of active learning that is given to students within a "game framework". These include learning objective and measurable outcomes that can be assessed or practiced in the context of a game. Examples of this would include puzzles for students to solve, educational computer games (the Oregon Trail or Jump-Start series), and physical movement games that teach content (see the "Resources" section for examples).
Students are introduced to a new concept or skill and practice it within the game. Games can also give the opportunity to enhance the learning experience by having student apply their knowledge of a concept to solve a problem or critically think through a difficult situation. These are particularly beneficial because students can work through these challenges in a risk-free setting. Since the progression of the game follows and relies on their growing understanding of the idea, they can work through different problems at their own pace.
Game-based learning boils down to "learning through games". This is an important distinction to make since games become an integral part of the learning process. Students are not just learning from the games or with the games, they have to learn through their interaction with the game itself. Therefore, proper implementation can be tricky.
Since game-based learning requires games to be integral to the learning environment, it requires proper resources, training, and materials. These can be time consuming and exhausting even if the funds are available.
That being said, the benefits are incredible. As you will see through this website, implementation of game-based learning results in incredible supports to student learning and an opportunity to bridge different learning needs and styles. Students also experience a deeper understanding of the material when they have to apply it to different situations.
Which is Better?
Short answer: All of them. Each of these approaches has its advantages and disadvantages. The most important part of the success of the concept is how it is implemented. The best ideas can fail because of poor implementation. Both game-based learning and gamification have specific requirements that need to be met in order to properly allow for success. They also each have their own purpose and it is important to understand these purposes in order to be able to properly bring the concept into the classroom.
Purpose of This Website
This website contains a meta-analysis of the research around gamification and game-based learning as well as ways to implement these ideas. There is also a condensed list of different applications available to teachers to use in the classroom. These applications allow teachers to bring gamification or game-based learning into their teaching. Each resource will be listed with benefits and issues of implementing them as well as suggestions for transitioning into the classroom.
The research section also contains videos that summarize important ideas involved in gamification and game-based learning.