Khan Academy - Gamification in education - Manu Melwin Joy
Gamification in Education
Manu Melwin Joy
SCMS School of Technology and Management
Phone – 9744551114
Mail – email@example.com
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• Khan Academy is a non-
organization created in 2006
by educator Salman Khan
with a goal of creating an
accessible place for people
to be educated. T
• Basically, Khan Academy’s math
program is a video game, where
the content happens to be
solutions to equations. Instead of
blowing up aliens or driving cars
through urban war zones, players
race against time to solve
• Each answer is immediately
scored right or wrong.
Correct answers get happy
faces and accumulate
• Mistakes get round yellow sad
faces, but you still have to get
the answer right before
progressing to the next problem.
You can ask for a hint (that resets
your streak) or watch the video
that covers the topic you’re
practicing (no penalty for that).
• Users immediately know what
they did well and where they
messed up. Compare that to your
typical math test in high school;
by the time you got the
corrected test back, you couldn’t
remember, much less care about,
the questions and answers.
• The positive feedback builds on
itself cumulatively, so the stakes
increase with each correct answer.
Instead of fading or zoning out, as I
did so many times in long math
classes, my kids get more engaged
and determined as their streak
increases and they have more to
• When they achieve
milestones, they are invited
and encouraged to share
their success with their
• Most of these milestones are
predictable: you need so many
energy points to win each level
of badge, beginning with the
meteorite badge. That’s in
keeping with motivation theory:
give people a clear path to
• But Khan Academy also
offers Black Hole badges
(legendary and unknown,
they are the most unique
Khan Academy awards).
• Just as animal trainers discovered that
unpredictable rewards sprinkled in with
predictable ones increased dedication
and speed of learning, Khan Academy
tantalizes students with the promise of a
“legendary and unknown” treasure, to
generate fanatical devotion and
commitment. Students aren’t just doing
math; they’re engaged in an epic quest.