Gamification is a learning strategy where you apply game design elements to non-game settings such as when you are creating your course content. The purpose is to make the learning content more engaging. Hitchens & Tulloch (2018) see gamification as a natural extension of a generational change in how people learn. “Many of today’s students have spent their formative years learning through mediated experiences, such video games, online environments and social networks. Rather than dismissing the significance of this, or this or trying to train students out of their “bad habits”, there is the opportunity to embrace the pedagogic potential of these systems” (Hitchens & Tulloch, 2018).
Gamification VS Game-Based Learning
Sometimes you will also hear about Game-Based Learning at the same time as Gamification,
but they are not the same. Game-Based Learning is a full-fledged game designed to
help meet a learning outcome. Most faculty will not have time to design an entire
game-based course, so we will concentrate on learning more about gamification.
Watch Karl Kapp explain the difference between Gamification and Game-Based Learning.
How to Apply Gamification to Your Content
To apply gamification strategies, you can go as simple or as complex as you want.
Some effective techniques are highlighted below: (some of the best elements to gaming
are earning points and leveling up, collecting badges and trophies, participating
on a leaderboard, multiple tries to get it right (lives), and choices).
Experience Points
In traditional classroom structures, students earn grades by losing points. In video games, players gain experience points (XP) to level their characters up. Implement a grade schema that mimics using XP. The Growth Engineering blog talks about using XP in a training context, but the lesson can be applied academically.
Badges & Trophies
Remember when you used to get stickers on your homework? Those were the days. Badges and trophies work the same way and are used to recognize accomplishments in a course. For example, if you have a writing course and want students to attend a workshop hosted by the Writing Center, you could then reward them with a “Writing Hero” badge or trophy for their effort. Students may find it fun to try to collect as many badges/trophies as they go along.
In his blog post, Bernard Bull, gives some suggestions for how to use digital badging
in your course.
Establish a badge system design that scaffolds the learning experience, requiring
certain competencies before proceeding to more complex course challenges.
Use badges to require ongoing evidence of certain knowledge and skills over an extended
time.
Help students recognize their progress from basic skills to mastery using badge levels.
This suggestion is more about setting the mood of the course. Any gamer knows that character progression in a game is called leveling up. And progression of the game moves through stages. So, if you want to incorporate gaining XP in your grading schema, you can combine it with a simple naming convention of calling your modules “stages” and giving the students new titles when they reach specific amounts of XP gained. For instance:
0 – 100 XP = Newbie
101 – 200 XP = Novice
201 – 300 XP = Dragon Slayer
Basically, anything you want that makes sense in your course!
Role-Play
It doesn’t have to always be about emulating fighting games! The Faculty of Education at the University of British Columbia gamified one of its online courses on adult education. Elements of the game included role-playing, giving the "gamer" the ability to choose which tasks to complete, public acknowledgment of achievements, as well as a peer-voting system.
Watch the learning design manager, the instructor, and a student of this course talk
about how the various gaming aspects of the course motivated, empowered, and engaged
the students.
Customization
Allowing students to customize their content is not only great for motivation; it
is best practice for creating accessible content via the Universal Design for Learning
(UDL) framework. It gives students choices for how to complete assignments (paper,
presentation, video) or participate in discussions (text, audio, video) whenever possible.
It allows students the chance to fail and retry low-stakes quizzes (games having multiple
lives).
Pros & Cons for Gamification
Depending on how and where you use gamification in your course, the benefits will
vary.
Can increase student engagement
Can help provide the motivation to complete the course
Students are likely to spend more time on learning as the courses are fun and enjoyable
Frequent feedback opportunities allow for deeper understanding of materials
Students can connect socially in a familiar way
Gamified courses lead to high performance learning and help learners in committing
knowledge to long-term memory
There are cons involved in gamifying your content.
Could possibly decrease student attention span
Lots of initial time is needed to plan the course or build the content
When choosing which elements to gamify, you must make sure to keep it relevant and
useful
Benefits of Gamification in Online Learning
Better Learning Experience: The learner can experience "fun" during the game and still learn if the level of
engagement is high.
Instant Feedback: It provides instant feedback so learners know exactly what they got right and wrong.
Better Learning Environment: Gamification helps learners practice real-life situations and challenges in a safe
environment.
Prompting Behavioral Change: Points, badges, and leaderboards would surely make training awesome.
Can be Applied for Most Learning Needs: Gamification can be used to fulfill most learning needs including soft skills, awareness
creation, and compliance.
Impact on Bottom Line: On account of all these aspects that touch and impact learners, it can create a significant
performance gain for organizations.
Bell, K. (2018).Game on!: Gamification, gameful design, and the rise of the gamer educator. Johns
Hopkins University Press.
Information Resources Management Association. (2018).Gamification in education: Breakthroughs in research and practice. Information Science
Reference.
Research Boskic, N., & Hu, S. (2015, October 8-9). Gamification in higher education: How we changed roles [paper presentation]. The
9th European Conference on Games Based Learning, Norway.
Ortiz, M., Chiluiza, K., & Valcke, M. (2019). Gamification through leaderboards: An
empirical study in engineering education. Computer Applications in Engineering Education,
27(1). 10.1002/cae.12116