To better understand the topic of Gamification it is best to define its meaning. The Oxford Online Dictionary (2015) describes gamification as “the application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement”. Gamification is an interesting concept and should be considered, but it is important to understand the different elements as well as the advantages and disadvantages associated with this strategy.
What are the different ‘gamification techniques?
There are many ways we can implement gamification, such as:
• Quizzes where students can take a test a number of times, with progression to the next level conditional on achieving a specific mark, so students can gain mastery of the content. (Logarta 2015)
• Badges to recognize student achievement by providing a reward for the learning they have undertaken. This acts as a system to recognize when the student has met milestones (Hall 2015).
• Leader boards to enable competition and incentify learning. They create healthy competition among learners, and make them want to do better. These can be explicit or implicit (with names hidden).
• Levels to identify mastery on a specific topic, so they can then move on. This would help ensure there is engagement with all learners. In teaching a class as going from point A to point B we may fail to notice those who are not engaged as we try to support the average student. Establishing levels helps learners and educators understand just where the learners are at, so educators can focus on the learners who most need help. (Tingtong 2015)
• Presentation elements such as Avatars to provide graphic representation of learners’ personas. This could work in conjunction with role-play.
• Imaginative names of the assessments levels promote fun and play in learning. (Tingtong 2015)
• Role-play to create simulations; these could be realistic or entirely fictional. This could be planned as a part of an activity or with the use of a computer game.
• Multi-player games promote group collaboration.
These elements could be used in isolation or in various combinations depending on the context and the subject matter.
Advantages
Using gamification techniques can provide the various advantages (Bright 2015):
• The opportunity to fail and try again without the negative implications associated with summative assessment (Pavlus 2015).
• The ability to differentiate instruction based on the level of the student. Students can progress at the level that engages them on an individual basis.
• They can give the learner ownership over their learning (Pavlus 2015).
• They make learning fun and engaging (Hammer 2015).
• Increased learning retention, as learners can better relate to the content (Hall 2015).
• They make the task less daunting, as learners see the activity from a different perspective (Ankamma 2015).
• They can builds inter-personal skills, depending on the strategy used (Ankamma 2015).
Disadvantages
It is important to gain a balanced view, so here are some of the disadvantages:
• It takes an investment of time and energy to implement gamification into a subject of learning.
• Educators may have safer options, pedagogical preferences which are low risk and focus on the learning outcomes within the subject of learning; they may thus not be willing to try gamification.
• Not all educators have the skills to implement gamification into their teaching and are able to use Information Communication Technology.
• Gamification can be thought to have strict rules and to discourages creative thinking (Bound 2015).
• There is the perception that playing games is not learning.
Summary
Reflecting on the ‘different elements that make up gamification, it may not be possible to add them all to a subject of study. However, it is valuable to think broadly and to recognize first of all that gamification can be used to different degrees in each subject. It is also important to look at the objectives of the subject, as well as the unique needs of the learners, and carefully plan how gamification elements could be used, such as from using quizzes, levels and/or leader boards in various aspects of the subject to using software programs that complement the learning objectives.
The workload of educators doesn’t always allow the time to research different models, and we are happy to give you a helping hand. The various possibilities need to be carefully analysed, planned, implemented and reflected on. We at eValop can assist you in evaluating and implementing gamification in subjects of study and within a learning management system to take advantage of its various elements.
eValop has the time, energy, motivation and skill, so lets make a start now.
References
Ankamma, R 2014, ‘Gamification 101: Introducing Gamification in Education’, viewed on 22 February 2015, < http://freevideolectures.com/blog/2014/09/gamification-in-education/>
Boundless, 2014, ‘Gamification in Education’, viewed on the 24 February 2015,
Bright, S 2015, ‘8 Benefits of Gamification in eLearning’, viewed 22 February 2015,
Davis, V 2014, ‘Gamification in Education’, viewed on 23 February 2015,< http://www.edutopia.org/blog/gamification-in-education-vicki-davis >
Hall, M 2015, ‘What is Gamification and Why Use It in Teaching?’ viewed on 22 February 2015, < http://ii.library.jhu.edu/2014/05/13/what-is-gamification-and-why-use-it-in-teaching/ >
Huang, W & Soman, D 2013, ‘A Practitioner’s Guide To Gamification Of Education (Report)’, Rotman School of Management, University of Toronto. viewed on 14 February 2014, viewed 23 February 2015, < http://inside.rotman.utoronto.ca/behaviouraleconomicsinaction/files/2013/09/GuideGamificationEducationDec2013.pdf>
Lee, J & Hammer, J. 2011, ‘Gamification in education: What, how, why bother?’, Academic Exchange Quarterly viewed 24 February 2015,
Logarta, M 2014, ‘Why playing is the future of learning’ viewed 24 February 2015 < http://www.gmanetwork.com/news/story/365281/scitech/geeksandgaming/the-gamification-of-education-why-playing-is-the-future-of-learning >
McGonigal, J 2011, ‘Reality is broken: Why games make us better and how they can change the world.’, New York: Penguin Press.
Priolo, D 2014, ‘No More Playing Around: The Pros and Cons of Gamification’ viewed on 22 February
Pavlus, J 2010, ‘The Game of Life.’ Scientific American’ 303: 43–44. doi:10.1038/scientificamerican1210-43.
TingTong Apps Co, 2015, ‘Gamification of learning.’ viewed on 22 February,