This website stores cookies on your computer. These cookies are used to improve your website experience and provide more personalized services to you, both on this website and through other media.
Accept
EdTechReviewEdTechReview
  • News
  • Trends
  • Insight
  • eLearning
  • Research
  • Dictionary
  • EdTech Voices
  • More
    • Data & Statistics
    • Reviews
    • AWS for Education
    • Events

    Resources

    • Infographics
    • Reports & Case Studies
    • Videos
    • Books
    • Webinar

    Needs

    • 1:1 Learning
    • 21st Century Education
    • 21st Century Leadership
    • 21st Century Learning
    • 21st Century Teaching
    • 3D Printing
    • More Tags

    For

    • Students
    • Teachers/Educators
    • Administrators
    • Entrepreneurs/Startups
    • Govt. Officials/Policymakers
    • Parents
Explore
Search
Contribute
  • Submit A Post
  • EdTech Trainers and Consultants
  • Your Campus EdTech
  • Your EdTech Product
  • Your Feedback
  • Your Love for Us
  • EdTech Product Reviews
ETR Resources
  • About
  • Medicine
  • Mission/Vision
  • Children
  • Team
  • Coronavirus
  • Services
  • Nutrition
  • Testimonials
  • Disease
  • Authors
  • Sponsor
  • Stars
  • Partner
  • Screen
  • Advertise
  • Culture
  • Our Clients
  • Media
  • Media Kit
  • Videos
  • Press Release
  • FAQ’S
Reading: Gamification in Education: Gamifying the Classroom
Aa
EdTechReviewEdTechReview
Aa
Search
  • News
  • Trends
  • Insight
  • eLearning
  • Reviews
  • Dictionary
  • EdTech Voices
  • Data & Statistics
  • Research
  • AWS for Education
  • Events
  • Voices
Follow US
EdTechReview > Trend & Insight > Insight > Gamification in Education: Gamifying the Classroom
Insight

Gamification in Education: Gamifying the Classroom

Keerti Arora
Keerti Arora Published March 30, 2013
Share
6 Min Read
gamification-in-education
gamification in education: gamifying the classroom
SHARE

From time immemorial, teachers and parents have always been critical of the bias their children hold for games over their studies. While the former gets them instantly hooked, they mostly slog through the latter. As a new approach to education, Gamification looks promising to make kids approach their lessons with as much enthusiasm and excitement as they approach their video, computer and hand held games, thus making the classroom a place they love and look forward to. Through employing Gamification in the classroom, as a teacher, you can motivate students to study thus successfully teaching both the content and establishing a lifelong love of learning.

AdvertisementWhy this Ad?

Do we have you curious about this innovation already? To be more specific, Gamification in education is the process of applying game-based elements to influence behavior. This is not to say that books, chalks and dusters would be replaced by Nintendos, but it does mean changing the larger structure of how the class is designed to be more game-like.

Image Source

Game-based learning

Columbia University researchers Joey J. Lee and Jessica Hammer point out, “Gamification attempts to harness the motivational power of games and apply it to real-world problems—such as, in our case, the motivational problems of schools.”

Game based education incorporates common game elements such as quests, challenges, rewards, skill levels, and recognition systems into students’ educational experiences.

For instance, lessons could be presented as quests. In a quest, students are given a real-world (or fantasy-world) goal that will require mastering certain content. For example, learning how to graph the movement of objects over time and calculate their velocity could be made into a quest to stop two trains from crashing. Quest based learning also broadens the variety possible in the classroom. 

You might be thinking that designing lessons as quests would require you to think a lot. However, we must tell you that Quests don’t necessarily need to be complicated, original, or captivating in their own right. As gamification thinkers such as Gabe Zichermann teach, “fun is not correlated to them.” Therefore, you can design your quests to be as simple or as commonplace as the unit requires and any theme or story can lend itself to a quest-style lesson.

Importantly, during a quest, students should be conscious of and therefore driven by a larger sense of purpose- i.e. the main goal. Certain small and big challenges can be incorporated as stepping stones to reach that goal. These challenges could be presented in the form of quizzes or group projects. Also allowing your students to make their way independently through the quest gives an added advantage. They develop their thinking and planning skills in trying to figure out multiple routes to reach the larger goal.

Games are addictive not just for children but also adults. On finding out what makes us so easily attached to them, we notice that they provide gratification at the right time and reward you for every little thing you accomplish. This characteristic of games can be easily employed within the classroom. By giving your students small but frequent rewards, maintains their interest and instills in them self belief and confidence to achieve larger goals in life.

Another important but easily employable characteristic of games is recognition. Zichermann asserts that status—not cash—is the best reward. Introducing skill levels to achieve this end could be very productive as it would encourage positive competition. Also the fear of failure is less wouldn’t be much of an issue since students’ skill levels can only increase. Do visit 3DGameLab.

Lastly, which kid doesn’t love role play? Games allow them to be a fighter pilot one day or a ninja warrior on another. In a similar sense, Gamification allows space for students to try out different social roles and responsibilities through special titles, rewards and duties. You could assign them roles such as a “Senior Researcher” in a science project, “Royal Scribe” for a group history paper, “Spelling Master” in English Class, and so on. Such a strategy creates a sense of importance and responsibility among students and makes them want to put more of themselves into the classroom.

It looks like game based learning could challenge the age old adage of fun being concentrated in games and studies to be a more serious, rigid activity. What do you think? Drop in your views in the comments below.

TAGGED: Game Based Learning, Gamification, Teachers/Educators, Tips for Teachers/Educators
Share This Article
Facebook Twitter Whatsapp Whatsapp LinkedIn Reddit Telegram Email Copy Link
Previous Article Book Lovers Won’t Miss These Communities Book Lovers Won’t Miss These Communities
Next Article What is Quest-Based Learning(QBL)? What is Quest-Based Learning (QBL)?
AdvertisementWhy this Ad?

Latest EdTech News To Your Inbox

Stay Connected

Facebook Twitter Youtube Instagram Linkedin




AdvertisementWhy this Ad?
AdvertisementWhy this Ad?

Latest EdTech News To Your Inbox

Stay Connected

Facebook Twitter Youtube Instagram Linkedin
AdvertisementWhy this Ad?

You Might Also Like

The Future of Higher Education: Navigating the Path Ahead
Insight

The Future of Higher Education: Navigating the Path Ahead

July 18, 2023
Norwegian EdTech Kahoot Agrees to $1.72B Cash Offer From Goldman Sachs, Other Investors
News

Norwegian EdTech Kahoot Agrees to $1.72B Cash Offer From Goldman Sachs, Other Investors

July 17, 2023
CD2 Learning Collaborates With Iorad to Offer eLearning & Training Solutions
News

CD2 Learning Collaborates With Iorad to Offer eLearning & Training Solutions

July 14, 2023
Immersive Game-Based Learning Platform SoLeLands Raises Funds From East Ventures
News

Immersive Game-Based Learning Platform SoLeLands Raises Funds From East Ventures

July 12, 2023
Self-Directed Learning: Unleashing the Potential of Today's Students
Insight

Self-Directed Learning: Unleashing the Potential of Today’s Students

July 7, 2023
Netherlands-Based Archipel Academy Acquires Corporate Learning Platform Quofox
News

Netherlands-Based Archipel Academy Acquires Corporate Learning Platform Quofox

July 5, 2023
Storytelling in Nursery Schools: Igniting a Love for Books and Language
Insight

Storytelling in Nursery Schools: Igniting a Love for Books and Language

July 3, 2023
The Latest Trends and Their Impact on Medical Education
Insight

The Latest Trends and Their Impact on Medical Education

June 20, 2023
Show More
EdTechReviewEdTechReview

H433, 2nd Floor, Vikaspuri, New Delhi, India, 110018
Phone: 011 41321030

Follow US

Copyright © EdTechReview. All Rights Reserved.

  • Home
  • Advertise
  • Event Associations
  • Press Release
  • About
  • Services
  • Contribute
  • News
  • Trend & Insight
  • Data & Statistics
  • eLearning
  • Reviews
  • Research
  • Voices
  • Dictionary
  • Tags
  • Resources
  • Events
  • Courses
  • EdTech Product for Review
  • Our Clients
  • FAQ’S
  • Contact Us
  • Important Links
  • Sitemap
  • Terms of Use
  • Privacy Policy
newsletter
Join 100K+ subscribers!

Subscribe to our weekly newsletter that brings the latest EdTech news, trends, insights, reports, interviews, etc. for educators, school leaders, entrepreneurs, investors, & others.

Zero spam, Unsubscribe at any time.
Welcome Back!

Sign in to your account

Lost your password?