How Gamification is Transforming the Education Sector

By Education Technology Insights | Tuesday, February 23, 2021

The education sector uses gamification to increase the students' engagement and increase the efficiency of learning methods. 

FREMONT, CA: The concept of gamification is the use of non-game contexts of game-design elements and game principles. In-game concepts and themes, like the accumulation of virtual 'points' or other currency, and the completion of a series of tasks or activities to progress to the next level, can be used to provide fun and excitement for the learner in ways other than gaming.

Gamification may also be characterized by utilizing game elements' characteristics as a collection of activities and processes to solve problems. While traditional game elements are new, they have also become increasingly popular in non-game contexts like websites, digital marketing, business applications, and even virtual to-do lists and productivity tools.

GAMIFICATION THEORY IN EDUCATION

In education, the principle of gamification is that learners learn better while having fun. Not only that, but they also learn better when they have goals, objectives, and milestones to attain, in a way that the learner always perceives as enjoyable.

Due to the extremely addictive qualities of video games that intrigue kids (and adults) and keep them engaged, when these game-based concepts are added to learning materials, it's only normal that people see similar engagement outcomes.

Gamification of learning requires game-based components like point scoring, peer competition, collaboration, interaction score tables, and assisting students in integrating new data and assessing their skills. It can refer to school-based subjects and is commonly utilized in apps and courses for self-teaching, illustrating that gamification effects do not end even for adults.

GAMIFICATION EXAMPLES

Teachers and parents can introduce gamification in multiple ways through numerous subject areas. It doesn't all have to be about technology, although many schools already use apps and educational games through computers and tablets.

Game-based learning includes students making their games or playing commercially made video games. Gamification brings game-based components that make these sites popular and integrates them into other practices inside the (home) classroom,

Some examples of game components that can be utilized for learners to engage and inspire include:

• Immediate feedback

• Increase the efficiency of learning methods. Mastery (for instance, in the form of leveling up)

• Narrative

• Progress indicators (for example, through points/badges/leaderboards, also called PBLs)

• Social connection

• Player control

The best combination produces consistent effort, considers the learners' specific needs, and uses points and levels to motivate players. Other components, like narration and interaction with fellow players/learners, are used by the most efficient gamification systems to catch the learner's imagination.

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