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What is Gamification in Education

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What is Gamification?

 

 

"Gamification describes the process of applying game-related principles — particularly those relating to user experience and engagement — to non-game contexts such as education" (Gamification in Education, 2017).

 

Gamification in the classroom is different than game-based learning. Game-based learning is finding or creating games that will help to enhance a lesson through student engagement (Game-Based Learning, 2016). Gamification involves changing the setting of your classroom to fit a specific theme and changing the dynamics of the classroom into game elements such as students becoming players, assignments becoming questions, grades becoming points or progress to quest completion, and classroom rewards as tools, money, or anything that will help the student's strategy in completing the game or task (Airth, n.d.).

 

Gamification changes the atmosphere of the classroom by implementing new strategies to help students learn. Gamification benefits classroom learning with immediate feedback, scaffolding learning with different levels of challenges, giving students ways to progress their learning through different levels in order to reach the learning outcomes or the mastery of the level and game, social interaction, and student ownership of learning (Gamification in Education, 2017).

 

Those who participate in games often have the quality of engagement by being more curious, determined, optimistic, learner faster from their mistakes, and are resilient to failure. When you bring gamification into the classroom, the immersion, feedback, and collaboration that happens to learners playing the games will become part of the learning process in the classroom by supporting the gaming qualities. When learners play games they are not afraid to fail the levels or the game, because the get concrete feedback allowing them to build up learning with ideas of what they need to do and not do in order to win. There is no fear of failing a game like there is in a classroom, because the learners know they can go back and try the game over and over again. The goal of bringing gamification to the classroom is the mindset of students knowing that trying is what helps them learn, allowing students to fail, and not have their trials be a grade allows them better opportunities to learn and grow in the classroom (Microsoft Education, 2011)

 

 

Click on the icon above to view an EdTech article that provides 12 examples of Gamification in the Classroom.  

 

 

 

 

Airth, M. (n.d.). What is Gamification in Education? - Definition, Research & Strategies. Retrieved June 30, 2017, from http://study.com/academy/lesson/what-is-gamification-in-education-definition-research-strategies.html

 

Game-Based Learning. (2016, November 14). Retrieved June 30, 2017, from https://serc.carleton.edu/introgeo/games/index.html

 

Gamification in Education. (2017, February 04). Retrieved June 30, 2017, from https://www.learning-theories.com/gamification-in-education.html

 

[Microsoft Education]. (2011, August 1). Game designer Jane McGonigal interview by Cameron Evans, U.S. Education CTO, Microsoft [Video File]. Retrieved from https://www.youtube.com/watch?v=5-mc9Rrfs00

 

Schaff, R & Quinn, J. (2014.) 12 Examples of Gamification in the Classroom. EdTech Update. Retrieved on July 1, 2017 from http://www.edtechupdate.com/gamification/?open-article-id=6495183&article-title=12-examples-of-gamification-in-the-classroom&blog-domain=teachthought.com&blog-title=teachthought---learn-better-

 

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