Gamification in education refers to the use of game design principles to a learning environment by educators. Usually, the aim is to increase learning engagement. A successfully gamified class maintains the same learning objectives while also making learning more enjoyable. The use of gamification in the classroom can increase engagement and motivation, which helps to mitigate student-driven problems.
Game-based learning entails creating learning activities so that game features and game concepts are embedded into the learning activities itself.
To engage and encourage students, some examples of game elements are:
Storytelling
Real-time feedback
An enjoyable experience
"Scaffolded learning" with increasing challenges
Gaining mastery (e.g., by leveling up)
Indicators of progress (such as points, badges, or leaderboards)
Establishing a social network
Player control.
Benefits of implementing games in the classroom:
Learning is viewed as a personal responsibility by students
Learners are more relaxed about failure since they can try again
A more enjoyable classroom experience
Progress indicators make learning visible
Learning may become intrinsically motivating for students
Through avatars or characters, students can explore different identities
It is common for students to be more proactive and open-minded in gaming environments
Students are more engaged and concentrated
Think outside the box. More creative
References:
Blankman, R. (2022, June 28). The fun of learning: Gamification in education. What Is Gamification in Education? | Houghton Mifflin Harcourt. Retrieved August 7, 2022
Gamification and game-based learning. Centre for Teaching Excellence. (2022, April 4). Retrieved August 7, 2022, from
Buljan, M. (2021, November 29). Gamification for learning: Strategies and examples. eLearning Industry. Retrieved August 8, 2022
Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(1).