Gamification of learning
Gamification of learning
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Gamification of learning

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Gamification of learning

The gamification of learning is an educational technology approach that seeks to motivate students by using video game design and game elements in learning environments. The objective is to boost engagement by attracting learners' attention and encouraging their ongoing participation in the learning process. Broadly defined, gamification is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. In other words, gamification is the introduction of game elements into a traditionally non-game situation. In the process of gamification of learning, two primary approaches are commonly used: serious games and structural gamification.

Serious games are intentionally developed with educational objectives at their core. In these games, learning goals are integrated directly into the gameplay, allowing students to acquire knowledge and skills through immersive interactive experiences. For example, DragonBox is a math-based adventure game that teaches algebraic concepts through puzzle-solving. Similarly, iCivics places students in simulated civic roles such as campaigning for office, creating laws, or debating Supreme Court cases to teach government and citizenship. Another widely used example is Minecraft: Education Edition, which enables learners to explore subjects like science, history, and coding in a creative and collaborative environment. In contrast, structural gamification involves adding game-like features such as points, badges, leaderboards, and avatars to traditional classroom activities. Unlike serious games, the core instructional content remains unchanged; instead, these game elements are layered on top to boost motivation and engagement.

Teachers might implement a reward system for completing a standard math worksheet, or use platforms like Kahoot! to deliver competitive quizzes. Tools like Google Forms can also be enhanced with digital badges to recognize student achievement in weekly assessments. While structural gamification can increase classroom participation and motivation, it may not lead to improved academic outcomes on its own. For gamification to be truly effective, it must move beyond superficial incentives and be meaningfully aligned with the desired learning outcomes. In educational settings, desired student behaviors resulting from effective gamification include increased class attendance, sustained focus on meaningful learning tasks, and greater student initiative. In addition to employing game elements in non-game contexts, it can actively foster critical thinking and student engagement. This approach encourages students to explore their own learning processes through reflection and active participation, enabling them to adapt to new academic contexts more effectively. By framing assignments as challenges or quests, gamified strategies help students develop metacognitive skills that enable them to strategize and take ownership of their learning journey.

Gamification of learning does not involve students in designing and creating their own games or in playing commercially produced video games, making it distinguishable from game-based learning, or using educational games to learn a concept. Within game-based learning initiatives, students might use Gamestar Mechanic or GameMaker to create their own video game or explore and create 3D worlds in Minecraft. In these examples, the learning agenda is encompassed within the game itself. Some authors contrast gamification of learning with game-based learning. They argue that gamification occurs only when learning happens in a non-game context, such as a school classroom. Under this classification, when a series of game elements is arranged into a "game layer", or a system which operates in coordination with learning in regular classrooms, then gamification of learning occurs. Other examples of gamified content include games that are created to induce learning.

Some elements of games that may be used to motivate learners and facilitate learning include progress mechanics (points/badges/leaderboards, or PBLs), narrative and characters, player control, immediate feedback, opportunities for collaborative problem solving, scaffolded learning with increasing challenges, opportunities for mastery and leveling up, and social connection. A more complete taxonomy of game elements used in educational contexts divide 21 game elements into five dimensions. When a classroom incorporates the use of some of these elements, that environment can be considered "gamified". There is no distinction as to how many elements need to be included to officially constitute gamification, but a guiding principle is that gamification takes into consideration the complex system of reasons a person chooses to act, and not just one single factor. Progress mechanics, which need not make use of advanced technology, are often thought of as constituting a gamified system When used in isolation, these points and opportunities to earn achievements are not necessarily effective motivators for learning.

Engaging video games that can keep players playing for hours on end do not maintain players' interest by simply offering the ability to earn points and beat levels. Rather, the story that carries players along, the chances for players to connect and collaborate with others, the immediate feedback, the increasing challenges, and the powerful choices given to players about how to proceed throughout the game, are immensely significant factors in sustained engagement. Business initiatives designed to use gamification to retain and recruit customers, but do not incorporate a creative and balanced approach to combining game elements, may be destined to fail. Similarly, in learning contexts, the unique needs of each set of learners, along with the specific learning objectives relevant to that context must inform the combination of game elements to shape a compelling gamification system with the potential to motivate learners.

A system of game elements which operates in the classroom is explicit, and consciously experienced by the students in the classroom. There is no hidden agenda by which teachers attempt to coerce or trick students into doing something. Students still make autonomous choices to participate in learning activities. The progress mechanics used in the gamified system can be thought of as lighting the way for learners as they progress, and the other game mechanics and elements of game design are set up as an immersive system to support and maximize students' learning. A study introducing a gamified project-based learning (PBL) framework found that combining hands-on learning with game elements improved student engagement, project completion, and learning outcomes in a university computing course. The framework offers customizable templates and processes for instructors. Although designed for project-centric courses, it shows promise for broader application and integration with learning platforms.

Gamification initiatives in learning contexts acknowledge that large numbers of school-aged children play video games, which shapes their identity as people and as learners. While the world of gaming used to be skewed heavily toward male players, recent statistics show that slightly more than half of videogame players are male: in the United States, 59% male, 41% female, and 52% male, 48% female in Canada. Within games and other digital media, students experience opportunities for autonomy, competence and relatedness, and these affordances are what they have come to expect from such environments. Providing these same opportunities in the classroom environment is a way to acknowledge students' reality, and to acknowledge that this reality affects who they are as learners.[page needed] Incorporating elements from games into classroom scenarios is a way to provide students with opportunities to act autonomously, to display competence, and to learn in relationship to others.

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