Gamification has slowly been on the rise, especially within educational environments, but this doesn't refer to playing a game. Rather, as Dave Potts (10 Oct 2014) mentions, it is based on the use of elements found in game-play to help encourage and motivate student engagement in lessons and other learning activities while rewarding them for their hardwork! As a result, the purpose of this is to encourage students to learn and apply their knowledge from lessons in fun and exciting ways using these game-play strategies.
Some game elements used are:
Gamification is used to assist in developing student learning and engagement. In the classroom, when we integrate these concepts from games allows for students to be introduced to "friendly competition, a sense of achievement, an engaging learner experience and it encourages learners to progress through the content, motivate aciton, and eventually influence behaviour" (Pandey, A. 1 July 2015. Top 6 Benefits of Gamification in eLearning. Retrieved from https://www.eidesign.net/top-6-benefits-of-gamification-in-elearning-2/). Why not create an environment that encourages student engagement, while allowing for them to engage in their learning in new and exciting ways (which meets the needs of all different learners) while having instant feedback.
Students love using Kahoot! within the classroom as it allows for friendly competition as they are meant to answer the questions quickly and correctly to gain points. It allows for students to show their learning in a game-like manner, while still providing students with limited stress because these games are not viewed in the same light as a quiz or test.
Integrating Jeopardy games into the classroom is a fun way to engage students in their learning. Tools like these are especially useful in the classroom as it provides some friendly competition, point collection and even allows for students to display their knowledge in fun ways. It was beneficial within a math class as it works to engage students in learning about topics that are often associated with stress and anxiety.
Chance points is something that I saw within my own practicum. This was a strategy used to involve students in their learning, while holding them accountable. For example, if students created study notes for a test (a task given to all studnets) they were able to collect 'chance points' that could eventually be 'cashed' into get something. Students loved this point system as it was something that motivated their learning and involvement within the classroom.