Gamification in Learning: Making learning fun and engaging
Admin September 22, 2024
Gamification and Game-Based Learning
Games can introduce goals, interaction, feedback, problem
solving, competition, narrative, and fun learning environments, elements that
can increase learner engagement and sustain motivation. This teaching tip
discusses the difference between gamification and game-based learning, the
pedagogical values these two strategies can bring to instruction, and game
elements appropriate for face-to-face and online courses.
Gamification vs. game-based learning
Gamification and game-based learning are similar in that
both strategies promote engagement and sustained motivation in learning.
However, gamification and game-based learning can also be usefully
distinguished:
Gamification is the integration of game elements like
point systems, leaderboards, badges, or other elements related to games into
“conventional” learning activities in order to increase engagement and
motivation. For example, an online discussion forum for a Physics course might
be gamified via a badge system: students might be awarded a “Ptolemy” badge
after they have made 10 postings, a “Galileo” badge after 20 postings, “Kepler”
after 30, “Einstein” after 40, and so on. In ideal gamified learning
environments, students can see the online badges that their peers have earned
to create a sense of comradery or competition.
Game-based learning, in contrast, involves designing
learning activities so that game characteristics and game principles inhere
within the learning activities themselves. For example, in an Economics course,
students might compete in a virtual stock-trading competition; in a Political Science
course, students might role-play as they engage in mock negotiations involving
a labour dispute.
In short, gamification applies game elements or a game
framework to existing learning activities; game-based learning designs learning
activities that are intrinsically game-like.
Gamification and game-based learning both promote
engagement and sustained motivation in learning, but they do not necessarily
result in improved learning outcomes.
Game elements and their pedagogical role
Most games feature elements such as rules, goals,
interaction, feedback, problem solving, competition, story, and fun (see Vandercruysse,
Vandewaetere, & Clarebout, 2012). Though not all of the elements are needed
to successfully gamify a learning activity, carefully selecting those elements
that help meet the learning objectives of the course can be useful. The
pedagogical value of game features often associated with gamification are
discussed below.
Points or experience systems
Similar to conventional grading schemes, game points or
experience (XP) systems reward students for completing various tasks,
assignments, or assessments. Game or XP points can introduce some useful
affordances to learning environments, including:
Limitless points:whereas
traditional grading schemes collect artifacts of learning which accumulate to
100% of a course’s grade, points or XP systems accumulate points with no fixed
end in sight.
Flexible goals:
students are presented with a wealth of possibilities to earn points, and
instructors can structure the course so that they either accumulate as many as
they want, or they complete a certain number of tasks to reach a desired point
total.
Student choice:
choice is crucial to the success of a points-based system. For example,
students might be able to earn points by focusing on reflection activities, or
by opting to complete a number of tests, or any other activity relevant to the
course.
Tracking: you
can track points by using LEARN’s gradebook feature with points instead of
percentages, or Google Drive to share the results with the entire class.
Points can also be supplemented by academic rewards: when
a certain point threshold is reached, a student might be given an extra week to
submit an assignment or bonus questions on the next test.
Badges
Badges are a digital way to acknowledge student work. For
example, students might receive a badge if they achieve certain levels of
success on assignments, or if they do additional work, such as submitting a
draft or sharing notes with another student. They may even be the result of
simple participation: accessing
the course through the LMS five times a week over the
course of a semester could earn a badge. Student badges may be displayed to
other learners in the class as a means to encourage competition or to
demonstrate the variety of badges which can be earned.
In-class gamification strategies
Jeopardy
Creating Jeopardy-style games for review of chapters or
in preparation for a midterm can provide enjoyment and interaction with others
in a familiar game structure. Create a game using PowerPoint, or use a free
Jeopardy game creator like Instant Jeopardy Review.
Classroom response systems
Gathering responses from an entire class can be
difficult, but doing so with classroom response systems like Kahoot or TopHat
can encourage participation through game elements like points and competition
between individuals.
Out-of-class gamification strategies:
Game-based learning environments
These include any game designed for educational purposes
such as Trivia Crack. As an instructor, you can make learners aware of these
educational games, but the game itself acts as the educator.
Game-enhanced learning environments
These environments employ commercially-available games
that are designed with entertainment in mind. Learners play these games for
fun, and must then be provided or find means by which to discuss gameplay
experiences with like-minded individuals. As an instructor, your role can be to
provide or invite examples of games that are related to the discipline, and
importantly, provide the space for learners to reflect on their gameplay.
Massively Multiplayer Online Role-playing Games like World of Warcraft or
Second Life are great for immersing language learners in another language, or
games like SimCity can help understand economic principles.