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WHAT IS GAMIFICATION?

Gamification has been defined many ways over the years but in education I think of it as the process of using game based mechanics and aesthetics to engage and motivate students for the purpose of increased learning.

Gamification existed long before the term was actually coined [1].  Companies were using gamification techniques for marketing, corporations used them for employee training, and  educators have been using certain aspects for years already. To understand gamification  you need to know what a game is.  A game can be defined as "a system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional reaction" [3]. Gamification is a lot more than just the process of adding experience points, badges, and a leader board to your classroom [2].  Those are a part of it but other aspects like storytelling, problem solving, iteration, and aesthetics are needed to make gamification a successful part of the classroom.  Without the game aspects of feedback, interactivity, and rules the points and scores mean very little.  Gamification does not mean playing a game on the computer to learn math but a combination of all game based aspects to make a valuable learning experience that should be both challenging and rewarding.

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In education we have used feedback, scores, collaboration on projects, and even storytelling which are all pieces of gamification. Educators have the skills and abilities needed to make gamification successful we just have to implement them [2].

What are some benefits?

  • Increased engagement and student ownership of learning. 

  • Changing failure from something negative to something necessary for success. 

  • Increased visibility of learning through leader boards and badges. 

  • Students need to use problem solving and critical thinking skills to progress.

  • Opportunity to differentiate instruction and allow student choice. 

  • Compliments other proven instructional practices including: growth mindset, 21st century skills, and project and problem based learning.

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What do I need (as a teacher) to get started?

Teachers interested in gamification need to have a growth mindset.  You should be open to new techniques and willing to make adjustments to instruction to see results.  The initial planning up front will take some work but I will help you get a good start on the process.

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Check out the facts and statistics page for more interesting information on gamification!

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[1] Robson, K., Plangger, K., Kietzmann, J., McCarthy, I., & Pitt, L. (2015) Game on: Engaging customers and employees through gamification. Business Horizons.

[2] Kapp, Karl. (2012) The Gamification of Learning and Instruction. Pfeiffer and ASTD.

[3] Koster, Raph. (2004) A Theory of Fun. O' Reilly.

Sources

GAMIFICATION IN DETAIL
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