Gamification is
the use of game-design elements and game principals in non-game contexts. For
example, in-game principals and themes such as acquiring virtual ‘points’ or
other currency, and completing series of tasks or activities to advance to the next
level, may be used in contexts other than gaming to provide fun and stimulation
for the learner. Gamification can also be defined as a set of activities and
processes to solve problems by using the characteristics of game elements. Whilst
typical game elements are by no means new, they have indeed become increasingly
common in non-game contexts such as websites, digital marketing, enterprise
applications and even virtual to-do lists and productivity tools. One huge area
where gamification is highly prevalent, however, is in education.
·
Some
examples of game elements that can be used to engage and motivate learners
include:
1.
Narrative
2.
Immediate
feedback
3.
Fun
4.
“Scaffolded
learning” with challenges that increase
5.
Mastery
(for example, in the form of levelling up)
6.
Progress
indicators (for example, through points/badges/leaderboards, also called PBLs)
7.
Social
connection
8.
Player
control
·
BENEFITS
OF GAMIFICATION IN THE CLASSROOM
1.
Students
feel like they have ownership over their learning
2.
A
more relaxed atmosphere in regards to failure, since learners can simply try
again
3.
More
fun in the classroom
4.
Learning
becomes visible through progress indicators
5.
Students
may uncover an intrinsic motivation for learning
6.
Students
can explore different identities through different avatars or characters
7.
Students
often are more comfortable in gaming environments, so are more proactive and
open to making mistakes
8.
Higher
engagement and concentration levels amongst students
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