Gamification is the ability to use elements that are often associated with game-play as a way to motivate and encourage student learning. Using elements within game play with learning activities in the classroom it allows for engagement and excitement to happen. Applying elements of rewards for student efforts, badges to represent student understanding and knowledge, and leaderboards to be able to track students knowledge amongst their peers. Gamification can be a way to apply game-design ways of thinking to non-game applications through the concept of tasks, rewards, badges, and leaderboards.
Teachers have the ability to use the Gamification process as instructional strategy as it benefits students learners and their sense of achievement. A reason the teacher could use Gamification is because it encourages learners to be active in the learning and finish through the activity and motivates students action to do so. Using leaderboards and badges for a form of friendly competition and rewards to assist student behaviour in the classroom.
I love to use elements of Gamification in my own teaching, though I do not want to overwhelm the class with elements of competition and rewards. However, using badges would be a great way to get the students motivated in knowledge and understanding the content. I would also love to use somewhat of class rewards or group rewards when the students really do well.
Gamification is the process of making learning into a game. It is made up of a number elements:
ClassDojo has been something that I've learned to use in the classroom, I've never personally tried it, but it would a great way to start the sense of Gamification. By creating an avatar and being able to communicate online with the teacher, students and even parents. Teachers can also create a positive reward system online for students with their personalized avatars within the classroom.
Other great gamification software: