Gamification is a buzzword that’s been around for a few years now. It has had its ups and downs, but gamification in education seems to rise again. If you wonder what gamification is, it would be defined as “the use of game-like elements in a non-game context.” In other words, gamification helps users learn by turning something into an interactive experience.
What is gamification?
This can be used in education to motivate students and make learning more enjoyable. As gamification is not a new concept, there are many examples of it being used successfully in schools worldwide.
Examples of gamification in education
- Classcraft (teaches social skills)
- Badgeville (helps with student achievement by creating an engaging environment for learners)
Why has gamification been successful?
Three main points need to be kept in mind when thinking about implementing gamification into your school’s curriculum:
You should keep in mind three things when using gamification as motivation within your classroom/school; – Keep it age-appropriate – Create challenging yet achievable goals – Engagement is key!
One benefit of gamifying learning is engagement. For example, when I took Spanish lessons online through Rosetta Stone, my interest peaked because they turned the program into more of a game than just reading text off the screen like Duolingo does today (although this method still works). What Happens if your students aren’t engaged? A gamification program can help.
The second benefit of gamifying learning is that it allows for real-time assessment. This means you can measure your student’s progress in a more efficient way than grading tests or writing essays, which usually takes time away from other activities as well. With gamification, students receive immediate feedback on their work by completing quests or earning points (more info below).
Gamification offers many benefits beyond just engagement and assessment, though! For example: tracking individual progress through data collection, leveling up when they reach certain milestones like answering enough questions correctly, assigning rewards with the coins earned, etc. The list goes on!
Let’s go over 3 main points about gamification:
1) Gamified content should not replace learning goals or objectives; it should supplement them.
2) Consider including leaderboards when designing gamified content; this will help motivate learners.
3) Be mindful of how rewards are distributed throughout your gamified content.
In conclusion, gamification is an exciting and engaging way to increase engagement in educational programs. However, gamified content should not replace learning goals.
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