Games in the classroom? Is it really all that unheard of? We've all played "Heads Up Seven Up" or "Silent Seat Ball" to pass time, but can we find a way to make learning and games collide?
Of course we can! We have a way to use game design and mechanics to enhance non-game contexts through what we call gamification. Gamification is known to increase participation and engagement within the classroom by fostering friendly competition as students apply their knowledge in real life settings while having fun! Aspects such as awarding points, keeping leaderboards, having direct competitions, and winning stickers or badges can be especially welcomed and appreciated by the students in our classrooms.
Strategies in the classroom are constantly evolving. Our students are also keeping up with the latest trends, and, more often than not, they are spending their free time using technologies latest additions be it through video games, e-books, or social media apps. Regardless of the device and/or platform they choose, we, as teachers, can help to incorporate certain elements of games into our classrooms with a little extra planning ahead of time.
Gamification can help teachers in classrooms to redefine failure. Rather than seeing a task that they did not do well on, students can take the opportunity to learn from their mistakes and correct them. In games, after all, you may lose a life, but you won't fail after your first try. Students can therefore learn from their mistakes, rather than being punished for them as teachers can allow them to repeat tasks until they have mastered the necessary skills.
Secondly, using mechanics of games in the classroom can help teachers to provide personalized learning for each student. They can set up, track, and assign quests that are differentiated for each student's level and pace. Students can be given the choice as to which quests they are most interested in pursuing and they can even be in charge of choosing the challenge level of each quest. Whether the teacher is differentiating purposefully, or the student is taking charge of their own learning, gamification will help students to gain confidence through the activities and accomplishments that they receive.
Imagine a Le Petit Prince themed Escape Room in your Grade 11 French class! Or reading to obtain special badges in your Shakespeare unit in Grade 9 English. The opportunities are endless and can be used across all curriculum areas. Gamification is not just playing games for fun, but using gaming techniques to better support our students needs and desires.