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Education Textbooks Boundless Education Technology in the Classroom
Education Textbooks Boundless Education
Education Textbooks
Education
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Gamification in Education

The term gamification refers to the process of employing game mechanics and aesthetics to non-game environments. Gamification is a technique intended to leverage inclinations toward competition, achievement, status, and self-expression. Game-based learning blends learning with gamified elements.

Key Points

    • One objective of using gamification is to enhance learning. Additionally, gamification may facilitate assessment.
    • In education, gamification often complements traditional content delivery and assessment techniques.
    • Gamification may provide more efficient opportunities for both surface and deep learning.

Term

  • Gamification

    The term gamification refers to the process of employing game mechanics and aesthetics to non-game environments. 


Example

    • Gamification methods are used in a variety of contexts such as advertising, marketing, and fitness.

Full Text

Gamification is used for various applications and processes designed to improve user engagement, and return on investment, data quality, timeliness, and learning. Gamification techniques are used to leverage natural desires for competition, achievement, status, self-expression, altruism, and closure. 

One objective of gamification in education is to enhance learning objectives. Additionally, gamification may facilitate assessment. In education, gamification often complements traditional content delivery and assessment techniques. Gamification may provide more efficient opportunities for both surface and deep learning.

One core gamification strategy is rewards for players who accomplish desired tasks. Types of rewards include points, achievement badges or levels, the filling of a progress bar, and virtual currency. Competition is another element of gamification. Making the rewards for accomplishing tasks visible to other players or providing leader boards are ways of encouraging players to compete. Some techniques used in this approach include adding meaningful choice, onboarding with a tutorial, increasing challenge, and adding narrative.

 

While gamification can motivate students, improve engagement, and enhance learning,  there remains some controversy over introducing games into the classroom. Critics of gamification of educational content warn that  gamification is only effective when aligned to instructional goals and objectives.

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