Gamification in education uses elements of game design to motivate students and improve engagement with learning materials. It can provide a better learning experience through fun and maximize enjoyment. Game mechanics like points, badges, levels and leaderboards are used to encourage participation similar to video games. Examples show that gamification in learning management systems and schools can improve learner retention and achievement of educational goals through competition and feedback. However, gamification must be applied carefully to align with educational objectives and not just focus on rewards.
What is Gamification
GeneralDefinition
Gamification is the process of taking something that already exists – a
website, an enterprise application, an online community – and
integrating game mechanics into it to motivate participation,
engagement, and loyalty.
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The gamification oflearning (in education) is 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 interest of learners and
inspiring them to continue learning.
Gamification In Education
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History of Gamfication
2002–Present
Building Simulations for
private, academic,
military sectors
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History of Gamfication
2003– Conundra
Converting the
hardware into
entertaining platform
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History of Gamfication
2011– present
Jane McGonigal’s game-
changer, Reality is Broken is
officially released at the
summit.
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Where we findgamification
Heath Marketing Politics Training
Education
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• Hours Played
Peoplespends 3 Billions hour
per week playing games
Gamfication Stats
• Expected Market Growth
2015: 1.7 Billion $
2018: 5.5 Billion $
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• Gamers
Age ofaverage Gamers is 35
years around the world
Gamfication Stats
• Who Plays2
61% CEO, CFO takes daily
breaks to games
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Why Gamification
1.Better learningexperience.
The learner can experience “fun” during the game and still learn if the level of
engagement is high. A good gamification strategy with high levels of engagement will
lead to an increase in recall and retention.
2.Better learning environment.
Gamification in eLearning provides an effective, informal learning environment, and
helps learners practice real-life situations and challenges in a safe environment. This
leads to a more engaged learning experience that facilitates better knowledge
retention.
3.Instant feedback.
It provides instant feedback so that learners know what they know or what they should
know. This too facilitates better learner engagement and thereby better recall and
retention.
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• The freedomto fail: games allow mistakes to be made with little
consequence;
• The freedom to experiment: games allow players to explore and
discover new strategies and pieces of information;
• The freedom to discover different identities: games encourage
players to see problems from a different perspective;
• The freedom of effort: games allow players to go through periods of
intense activity and relative inactivity, so that players can pause and
reflect on tasks they have accomplished.
Why Gamification in E-Learning
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Structure of Gamifiction
Mechenical
Emotional
Personal
Gamificationcan be broken down into
individual elements, each of which bring
specific advantages and disadvantages to
educational processes. These categories
include how game elements can trigger
greater engagement through their internal
design, how they foster student engagement,
and – ultimately – creating an environment of
intense focus that stimulates learning and
retention of information. We have classified
these elements into three categories:
mechanical, personal and emotional.
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Mechanical Structure
Incremental Progressionsystem: goals, challenges,
quests…
A game’s sub-goals, often called missions, levels, or
quests, are layered in such a way as to present
incremental challenges to the player. They are clearly
defined and segmented, and in many cases offer rewards.
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Mechanical Structure
Badges
Provides moreintermediate goals for the game, to ensure
that the player is not only focused on the immediate task,
which
might lead to lack of interest once completed, or on the
ultimate goal of the course, which might be too far off to
trigger motivation.
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Mechanical Structure
OnBoarding Accessibility
Onboardingconcerns the first interaction a player has with a
game. Most games, particularly video games, have tutorials,
which aim to guide players through the initial first few
minutes of play.
In a gamified educational environment this serves two purposes.
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Mechanical Structure
OnBoarding Accessibility
Second,it saves time for the teacher, who would otherwise
be required to explain the process of the experience to the
class – a time-consuming and non-individualised
mechanism for conveying information.
First, it helps decrease uncertainty among the students
about how to complete the task.
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Mechanical Structure
Rapid Feedback
Gamesare designed to be responsive. The consequences
of a player’s choice or action during a game are either
apparent to them as they make the decision or relayed to
them almost immediately.
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Personal
Avatars
In the contextof education, gamification of this type may
allow students to project a profile of themselves. It can
allow students to experiment with different forms of
identity and approach their studies from different
perspectives.
The benefits of this form of gamification are primarily
social. Part of the appeal of games is that they allow
players to adopt new identities or roles, and make
meaningful decisions in-game from an unfamiliar
vantage point.
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Personal
This form ofgamification is designed to use group-based
activities to provide an incentive for learners to keep
learning.
Collective Responsibility
Applying this element of gamification to education is relatively
simple, and largely pre-dates the gamification movement. By
giving students a level of social responsibility, their emotional
investment may increase.
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Personal
LeaderBoards
All competitive gamesrank their players in order of ability or
achievement, and the most widely used of these is the
leaderboard, where players or teams are displayed
using a points-based system demonstrating accumulated
results.
The introduction of leaderboards is among the most
common elements of gamification.
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• One ofthe key principles of games is that they bring players
into a mental state called “flow”, a state of total focus on
the task at hand. This idea was pioneered by psychologist
Mihaly Csikszentmihalyi, who suggests that there are three
necessary conditions for flow to be achieved:
• A clear goal, or set of goals. This adds structure and
direction to the task.
• Clear and immediate feedback. This helps people adjust
their performance to meet any changing demands.
• Balance between challenge and skill. For flow to be
achieved, a person must consider the challenge level to be
appropriate – they can neither be bored nor anxious.
Flow
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The most importantthing is for teachers to avoid introducing
chocolate-covered broccoli! It may look good at first, but learners will
know what they’re being fed by the time they take the first bite. If
gamification is applied to educational content in an inconsiderate
way, learners are likely to only focus on the rewards and not the
learning process itself. This will end in frustration for both educators
and learners, and will kill the effort more or less immediately.
What lacks Gamification
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Quest to Learnis a fully gamified high school in Manhattan with an
innovative educational philosophy developed by top educators and
game theorists at The Institute of Play, with funding from The
MacArthur Foundation.
Real Examples About Gamification
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• TalentLMS integratessome of the more well-known and battle-tested
techniques, such as Points, Badges, Levels, Leaderboards, and
Rewards.
TalentLMS
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• to encourageuser engagement
in general (completes a course,
for each login to the Learning
Management System, etc).
TalentLMS lets you fully
configure the occasions in which
points are awarded. Users are
informed of the points they
receive via a non-intrusive popup
message and can check their
total tally at anytime in the
header.
Points
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to encourage userengagement in
general (completes a course, for
each login to the Learning
Management System, etc).
TalentLMS lets you fully configure
the occasions in which points are
awarded. Users are informed of
the points they receive via a non-
intrusive popup message and can
check their total tally at anytime in
the header.
Points
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Badges are awardedto users on
certain achievements and are
displayed in their header and
profile page. The badging
system features 8 categories,
with each category offering 8
levels of badges, and has been
designed to make acquiring
badges increasingly difficult as
the user progresses (to keep the
whole thing interesting).
Badges
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• Badges inTalentLMS are compatible with Mozilla’s OpenBadges initiative,
and administrators are also given the option customize all of the badge
icons and descriptions.
Badges
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Levels are likeranking up in the
army or getting a promotion at
work. In TalentLMS all users
start at level 1 and progress
from there, and getting to a
higher level makes more courses
available
Levels
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TalentLMS administrators can
configurethe minimum level
needed for unlocking any
particular course, and set the
rules for progressing into higher
levels.
Levels
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Leaderboards is justa gamification
name for a “high score” list.
A TalentLMS leaderboard is
basically a webpage that offers a
visual depiction of the user's
ranking under various metrics
(Points, Badges, Certifications,
etc.) compared to fellow learners;
including the very best (“high
scores”) and others immediately
above and below them.
LeaderBoards
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The idea hereis to give users a
good overview of their position
compared to others, so that
they get motivated to improve
it.
LeaderBoards
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TalentLMS offers Rewards.
Unlikeother gamification
elements that are mostly
symbolic, rewards involve
actually, err, rewarding the users
for their engagement, e.g. by
giving them a discount, some
special offer, etc.
Rewards
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Gamification In LMS
AcademyLMSAccordLMS Axonify ExpertusOne MatrixLms TalentLms
Points Activity points Social learning Points Leaderboard Points
Badges Badges
Microlearning
features on
mobile
Progress
tracking
Points Levels
Leaderboards Leaderboards Leaderboards
Customizable
badges
Badges Leaderboards
Social learning
User profiles and
dashboards
Points Prizes Levels RewardsLebanese Univesity - Distance Learning 44
#20 Gamification of Education: A Review of Literature
1 Department of Business and Information Technology, Missouri University of Science and Technology, Rolla, Missouri, United States
#21 Gamification of Education: A Review of Literature
1 Department of Business and Information Technology, Missouri University of Science and Technology, Rolla, Missouri, United States
#22 Gamification of Education: A Review of Literature
1 Department of Business and Information Technology, Missouri University of Science and Technology, Rolla, Missouri, United States