Games are everywhere these days. Since the invention of the mobile phone, it has allowed us to play games anytime, anywhere. However, what is a game? According to Cheng et al. (2015, as cited in Krath et al., 2021), a game is any structured play with rules, goals, and challenges for entertainment. Gamification is a practice that has been around for many years, but the term did not get coined until 2008 and not gaining momentum until the 2010s (Krath et al., 2021). Gamification, as opposed to games, is characterized by being used for a more serious purpose. Deterding et al. (2011) define gamification as using game elements in non-game contexts. Zainuddin et al. (2020) further the definition by adding that the game elements applied in non-game contexts include levels, points, badges, leaderboards, and avatars. Game mechanisms include combat, content unlocking, gifting, boss fights, quests, mems, and certificates. One non-game context in that game elements are being implemented and growing in popularity is education.
Why has gamification become so popular in education? Students enjoy playing games. When students are gaming or think they are a part of a game, they learn without realizing they are learning. According to Robson et al. (2015), gamification can change student behaviors because it taps into their motivational drive. The way gamification does this is through emotions and reinforcement. You can reward students with points or a prize when they do well in your class. This will reinforce good behavior from students and motivate them to do the desired task the teachers want them to do. Robson et al. (2015) explain that every organization needs to motivate its stakeholders, and a gamification is an approach to achieving this. It takes lessons from the gaming domain to create motivational and engaging experiences in the non-gaming world. So, educators have been exploring and using gamification in their classrooms to help engage and motivate students.
Another way to help engage and motivate students is through game-based learning. Nevertheless, what is game-based learning? Krath et al. (2021) define game-based learning as achieving learning outcomes through game content and play. This enhances learning by involving problem-solving spaces and challenges that give students a sense of achievement. Game-based learning is intended to educate. Students feel like they are just playing a game and do not realize they are learning. According to Al-Azawi et al. (2016), game-based learning is best used for dry material, challenging outcomes, audiences that are hard to reach, complex assessments, and to increase students’ learning interest and motivation. Game-based learning is growing in popularity because it is fun and engaging for students. It also can help make complex concepts that are hard to learn easier (Al-Azawi et al., 2016).
Two teaching methods that have become popular in the 21st century are gamification and game-based learning. Both help motivates and engages students in learning. These teaching techniques should be distinct from the same thing. Gamification uses game concepts in a non-game sense, like using points to allow students to “level up” to the next reward. Game-based learning, on the other hand, uses games to achieve learning outcomes. Each method serves a place in 21st-century education.