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Gamification

Dmitri Mendeleev may have been one of the first scientists to use gamification in education by applying game elements like points and leaderboards to an educational task. Gamification in education aims to make learning more engaging by incorporating elements from games like competition, collaboration, scoring and awards. Research has found that gamification can positively impact student engagement, learning and behavior when implemented effectively.
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0% found this document useful (0 votes)
143 views4 pages

Gamification

Dmitri Mendeleev may have been one of the first scientists to use gamification in education by applying game elements like points and leaderboards to an educational task. Gamification in education aims to make learning more engaging by incorporating elements from games like competition, collaboration, scoring and awards. Research has found that gamification can positively impact student engagement, learning and behavior when implemented effectively.
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Dmitri Mendeleev was a Russian scientist and educator in the 19th century who is often credited

as the scientist who first published the Periodic Table of Elements. However, what people do not know is
that he may have been one of the first scientists to use gamification to complete an educational task.

The term gamification can be used in two ways. The first way is by adopting the act of playing a
video game into everyday use. The engagement levels and entertainment values of video gaming can
motivate users to accomplish tasks that are normally viewed as boring, such as learning. Another
definition of gamification is the act of using game elements to make non-games more enjoyable.

Games are known to offer quite a few benefits, too. Teachers have used the Civilization game
series to teach history. Walden, a game completely immerses players in a work of literature. Good games
teach players new ways of seeing and understanding problems, and if you want to teach kids the value of
sheer persistence, stick them in front of a vintage video game console for a while

WHAT IS GAMIFICATION IN EDUCATION?

When educators talk about gamification, they are generally referring to the second form listed above.
Gamification in education means that educators apply game design elements to an educational setting.
The goal is usually to make learning more engaging.

Breaking the concept of a “game” down into constituent game design elements is tricky, considering how
vast the differences are among, say, chess, The Sims, and tag. There is a range of elements that games
might have, with different players being attracted to different elements. Researcher Dr. Nick Yee
proposed one way to model the elements of what motivates gamers:

• Action (e.g., objectives)

• Social (e.g., competition)

• Mastery (e.g., scoring)

• Achievement (e.g., awards)

• Immersion (e.g., roleplaying)

• Creativity (e.g., customization)

When educators adopt features like the ones listed in a lesson, even if the result isn’t quite a game, the
lesson has been gamified. Some features are commonly tried, such as scoring and badges, but educators
should also be mindful of less-structured features like decorating a classroom to match a lesson's setting
or tasking students with unusual projects. Imagine students not wanting to leave their circle of
education!

When implemented well, a gamified lesson keeps learning objectives the same but makes the learning
process more fun. A gamification is a tool that can build motivation and interest, in effect reducing
student-driven issues in the teaching process.

https://www.hmhco.com/blog/what-is-gamification-in-education
HERE ARE A FEW OF THE BENEFITS OF GAMIFICATION:

Gamification aids in cognitive development in adolescents.

Using gamification to aid in cognitive development will allow an increase in the activity of the regions of
the brain to allow for adequate development. Games that are produced specifically for enhancing
cognitive development are often referred to as "brain games." Brain games have become increasingly
popular and are based on various questions and problems the user has to answer or solve. Brain games
can improve the rate at which the brain processes and maintains information.2

In some cases, it aids in physical development.

Exercising with an interactive game is just as effective as normal exercise. This form of exercise will be
very beneficial in adolescents who enjoy playing video games but are not currently physically active.
There are many long-term benefits to being active.

Gamification increases the level of engagement in classrooms.

Scientists performed a study to measure the level of engagement students displayed when utilizing
gamification in the classroom.3 The researchers assigned a point system to various daily class activities.
Then the students were measured based on their level of engagement. The researchers found that the
game-like atmosphere was favorable in the classroom and increased productivity.

Gamification aids in accessibility in the classroom.

Gamification can be used as a teaching tool to educate adolescents of all needs. Scientists studied the
effectiveness of using gamification as a video game to teach students diagnosed with autism.4 The
results of this study showed that this training package was effective in teaching age-appropriate content
through gamification.

Gamification isn't limited to the classroom.

Gamification is not limited to the classroom but can be used in learning outside the classroom. Perhaps
you break up your child's math homework into sections. The child will then level up after completing
each section to get hints that will solve a riddle. Or maybe you can have your child create their very own
Periodic Table with a few elements just like Mendeleev did with cards. Gamification at home is also a
good way to get involved in your child's education!

https://ssec.si.edu/stemvisions-blog/5-benefits-gamification

EXAMPLES OF GAMIFICATION IN EDUCATION


Examples of gamification in education include various strategies and platforms that integrate game
elements into the learning process to enhance student engagement and motivation. Some notable
examples highlighted in the sources are:

Giving Points for Meeting Academic Objectives: Assigning points based on academic achievements like
citing details from texts and providing evidence in class discussions.
Giving Points for Meeting Procedural/Non-Academic Objectives: Using points to incentivize solving
classroom issues, such as shortening homework checking time

Customizing Avatars or Learning Environments: Allowing students to personalize their avatars or


learning environments to enhance engagement and satisfaction

Creating Quests and Challenges: Implementing quests and challenges that students can complete to
earn rewards and progress through the learning process

Using Badges for Motivation: Awarding badges to recognize achievements and motivate students to
actively participate and engage in learning activities

Utilizing Leaderboards: Implementing leaderboards to create competition among students and


encourage them to strive for progress and improvement

Incorporating Virtual Reality and Augmented Reality: Integrating VR and AR technologies to provide
immersive and interactive learning experiences, such as planning furniture placement or exploring
historical mysteries

These examples demonstrate how gamification can transform traditional educational practices
by infusing elements of games into the learning environment, making learning more interactive,
engaging, and effective for students.

https://www.teachthought.com/the-future-of-learning/examples-gamification/

https://accessally.com/blog/gamified-learning/

https://raccoongang.com/blog/gamification-education-and-its-examples/

https://elearningindustry.com/gamification-for-learning-strategies-and-examples

https://www.elucidat.com/blog/gamification-in-elearning-examples/

EFFECTIVENESS OF GAMIFICATION IN EDUCATION

Research on the effectiveness of gamification in education has shown that it can have a positive impact
on student engagement, learning, and behavior. Studies have indicated that gamification can enhance
levels of student engagement similar to what games achieve, leading to improved skills and optimized
learning outcomes

One study focused on the impact of gamification on students' learning, behavior, and engagement based
on their personality traits in a web-based programming learning environment. The experiment involved
40 undergraduate students randomly assigned to a gamified version and a non-gamified version of the
programming learning environment. Results revealed that the effect of gamification varied based on the
specific characteristics of users, indicating that the impact of gamification depends on individual
personality traits
Another study highlighted the effects of gamification activities on students' academic achievements and
attitudes towards courses. Findings demonstrated that gamification activities, such as integrating games
into vocabulary teaching or English courses, positively influenced student success and attitudes toward
learning, leading to increased interest, motivation, and engagement among students

Overall, these research findings suggest that gamification in education can be a valuable tool for
enhancing student engagement, motivation, and learning outcomes, especially when tailored to
individual characteristics and preferences.

Smiderle, R., Rigo, S.J., Marques, L.B. et al. The impact of gamification on students’ learning,
engagement, and behavior based on their personality traits. Smart Learn. Environ. 7, 3 (2020).
https://doi.org/10.1186/s40561-019-0098-x

http://www.perjournal.com

Gamification in education involves applying game design elements to educational settings to make
learning more engaging and enjoyable for students. It aims to motivate learners by incorporating
elements like competition, collaboration, scoring, awards, roleplaying, and customization into the
learning process. By gamifying lessons, educators can keep learning objectives the same while making
the learning process more fun, which in turn enhances student motivation and interest, ultimately
reducing issues in the teaching process. Examples of gamification in education include creating
classroom avatars, awarding badges for healthy learning habits, turning learning into quests, and
connecting classic games to school subjects. Gamification can take various forms, such as adapting old-
school games for classroom use, playing digital games like Kahoot! and Quizizz, creating quests, engaging
in boss battles, and awarding badges for mastery. Overall, gamification in education is a powerful tool
that can transform the classroom environment, boost engagement, collaboration, and learning, and
cater to diverse learning styles and preferences

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