Gamification in Education

Gamification

Gamification has gained significant attention especially in educational contexts. The trend of integrating gamification into education is increasing due to the advancements in technology which allows more digital learning environment. According to a report entitled Global Education Gamification Market 2016-2020, the gamification of education in the year 2015 was found $93 million. However, this figure is expected to reach about $1.2 billion by 2020.

Simply put, gamification is not about a game, but about the use of game elements in a non-gaming context. It is a method in which one or more game elements are processed for better transfer knowledge. These methods can include points, leaderboards, direct competitions and stickers or badges. A similar definition of gamification is that a set of activities and processes to solve problems by applying the properties of games. By gamifying education, students are interacting with classroom material in a new and fun way, and retaining the information they learn for longer.

Figure 1 shows the difference among game, gamification, serious game and simulation. Gamification lacks of the elements that games and serious games involve such as entertainment.

Gamification in Education 1 – Resim1
Retrieved from https://www.gamified.uk/gamification-framework/differences-between-gamification-and-games

The use of game elements is the heart of gamification. The way the elements are used impacts the affective, behavioral, cognitive and social cultural engagement. For instance; the more elements are integrated as socialiser the more a game is robost in terms of social-cultural perspective.

Gamification in Education 2 – Resim2

Benfits of Gamification in Education

There are many evidence based benefits of integrating gamification in education

  • Learners have control over their own learing.
  • Learning becomes fun and thus motivates intrinsicly.
  • Learners act more comfortable in a learning environment in which gaming exists.
  • Gamification sparks students’ curiosity.
  • Gaming makes addiction to learning.
  • Gamification provides real-time feedback.
  • It offers situated learning and augments retention of knowledge.

For further information, visit the websites here:

https://tophat.com/blog/gamification-education-class/

Please feel free to contact me if you need any further information.

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