e-Learning Ecologies MOOC’s Updates

Gamification in Education

One of the active learning concepts in e-Learning Ecologies is gamification, defined on Wikipedia as an educational approach to motivate students to learn by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement through capturing the interests of learners and inspiring them to continue learning (Wikipedia, n.d.). Fundamental parts of games, such as token pieces, dice, and points, are converted to avatars, chance, and digital badges in order to engage students in competition and cooperation (Kapp, 2013).

 

Gamification takes on two forms, either structural or content, and can be used on a continuum to empower students in their learning. Gamification builds motivation to learn through the student’s desire to win as they continue trying new ways to unlock achievements or level up. Some of the motivational tools and engagement factors are goals, badges, standings and leaderboards, competition, teamwork, characters, and experience points (Teachings in Education, 2018).

 

In structural gamification, the applications of game elements are used to propel learners through content without changes being made to the content. Learners can earn points, level up, get badges, check their progress on a leaderboard, and unlock achievements (Kapp, 2013). Some teachers use smaller experiences to gamify portions of the classroom, such as Class Dojo to manage the classroom or Kahoot! or Quizzizz to perform assessments (MrWhitbyd, 2016).

 

Content gamification is the application of not only game elements, but also game mechanics and game thinking to alter content to make content more game-like. This can be done by adding the story element, offering challenges to pique curiosity, and creating characters (Kapp, 2013). Teachers create entire worlds for their students to explore using platforms such as Minecraft Edu and Class Craft to draw them into their learning experience in whole new ways (MrWhitbyd, 2016).

 

Gamification in education is necessary to keep students actively engaged in learning. Technology in the classroom needs to be embraced and utilized as the modern education system is experiencing an engagement crisis (TED, 2018). Scott Hebert, a Canadian middle school teacher, states that the education system has remained static and stagnant in a dynamic time where the most valuable resource in the classroom, the students themselves, and not utilized (TED, 2018).

 

 

Gamification of Learning. (n.d.). In Wikipedia. Retrieved February 29, 2020, from

https://en.wikipedia.org/wiki/Gamification_of_learning

 

Kapp, Karl. (2013, May 14). What is Gamification? A Few Ideas [Video file].

Retrieved from https://www.youtube.com/watch?v=BqyvUvxOx0M

 

MrWhitbyd. (2016, April 20). Gamification in Education [Video file].

Retrieved from https://www.youtube.com/watch?v=nYnbapB5Yl8

 

Teachings in Education. (2018, December 12). Gamification in the Classroom [Video file].

Retrieved from https://www.youtube.com/watch?v=W72DnmSZbr4

 

TED. (2018, May 7). Scott Hebert: The Power of Gamification in Education [Video file].

Retrieved from https://www.youtube.com/watch?v=mOssYTimQwM

 

  • Karyn Van Jaarsveldt
  • Andrew Blemings