What is Gamification?
The addition of games or game-like elements in non-game activities or environments.
What is the Goal of Gamification?
Simply put, the goal is to make tasks or activities more enjoyable! Many times gamifications main purpose is to engage a person's interest level with a learning task, training task, product or service.
What are some Common Elements of Gamification?
Rules and Regulations
*Noted prior to task to provide purpose or buy in
Competition, Collaboration or Interaction among a group
*Task place during task to engage and keep it enjoyable! Typically involves a points system or leaderboard.
Prizes and Incentives
*Awarded at the end of the task, many times in the form of badges or achievement
Who Can Use Gamification?
Really anyone could gamify any activity! The most common places to find gamification include the education fields, human resource and job training fields, business and marketing fields.
What is Game Based Learning?
When game based principles are imbedded and designed into the learning process. It can be a great way to engage learners and help educators assess learning.
How can Gamification be used in Education?
Gamification in education can be used across all content areas and grade levels. Whether it's a kindergarten class or an undergraduate chemistry course, any lesson can be fun with games!
Here are a few examples:
K-2: Connect 4 with sight words
6-8: Webquest
9-12: Kahoot Trivia
12+: Simulation games
Additional Resources
Here are five examples of how the game industry has gamified daily activities.
Here are some benefits of gamifying the work place.
A Gamified School
References:
Haiken, M. (2021). 5 Ways to Gamify Your Classroom. International Society for Technology in Education. Retrieved From https://www.iste.org/explore/In-the-classroom/5-ways-to-gamify-your-classroom#:~:text=Gamification%20is%20about%20transforming%20the,student%20understanding%20of%20subject%20matter.
Hill, D. R. & Brunvand, S. (2018). Gamification: Taking Your Teaching to the Next Level: A Guide for Gamifying your Classroom. In A. Ottenbreit-Leftwich & R. Kimmons, The K-12 Educational Technology Handbook. EdTech Books. Retrieved from https://edtechbooks.org/k12handbook/gamification
Papp, T.A. (2017). Gamification Effects on Motivation and Learning: Application to Primary and College Students. International Journal for Cross-Disciplinary Subjects in Education