Summary of game-based learning and gamification by Martí-Parreño (2016)
Gamification is an example of “creating a problem-solving environment with camaraderie where tasks can be explored and enhanced in a goal-oriented manner” (Craig Liebenson, 2018). In contrast, gamification is the integration of game elements into learning activities. For instance, leaderboards, badges, rewards, progress bars, or other game-related elements. The major difference between gamification and game-based learning is that gamification does not require video games in the learning process. The instructor will instead make the class itself into a game. Some literature has reviewed the application of gamification in an educational environment, suggesting that it “can be used to increase overall student's motivation and engagement in their learning process over a course” and demonstrating the positive effects on student’s learning attitude in both short term and long term (Martí-Parreño, 2016).
Traditionally games in classrooms are seen as informal or do more harm than good to students. However, when each game and activity are well-established with goals and principles, they can be the best helper in the classroom. Not only do participants in each game and activity learn how to participate in the game or activity, but they also actively act out and demonstrate what they have learned. What you must learn is directly related to the environment in which you learn and demonstrate it; thus, the learning is not only relevant but applied and practiced within that context. Games and gamified activities are able to make use of this principle and create an effective learning environment through it.
The effectiveness of games and gamified activities can also be explained through another learning theory suggested by Jean Piaget on the concepts of assimilation and accommodation.
Reference:
Craig Liebenson, D. C. (2018). gamification. Journal of Bodywork and Movement Therapies, 22(1), 232-234.
Martí-Parreño, J., Méndez-Ibáñez, E., & Alonso-Arroyo, A. (2016). The use of gamification in education: A bibliometric and text mining analysis. Journal of Computer Assisted Learning, 32(6), 663-676.