How Can Gamification Be Used In Education?

The gamification elements can transform education into a more interactive and enjoyable experience. In this article, we will analyze how Can Gamification Be Used In Education?

Introduction

Currently, the education system is monotonous and boring due to its heavy emphasis on rote learning and theoretical concepts. Therefore, it is essential to incorporate elements of games into education to make learning more interactive and enjoyable. There are multiple ways in which learning can be gamified, and we will discuss them in this article.

What Is Gamification In Education?

what is gamified learning?

Gamification means integrating game-like elements such as point systems, rewards, levels, leaderboards, etc into non-gaming areas such as business, finance, marketing, etc. When these game-like elements are integrated into the learning process, then we can say that education is gamified.

For example, the language learning application Duolingo is a gamified app that uses elements like streaks and leaderboards to keep students engaged. With this application, students can learn languages in a more enjoyable and interactive way.

The primary purpose of gamification is to make learning more engaging and to develop skills like problem-solving and critical thinking among students.

Examples of Gamified Apps In Learning

  • Forest App: The Forest app is a smartphone app designed to help people manage their time and focus on tasks more successfully by using a gamified approach. The app’s primary purpose is to reduce smartphone distractions and encourage increased productivity.
  • ClassDojo: ClassDojo is an educational technology platform that connects teachers, students, and parents in order to promote classroom communication, participation, and positive conduct. It is most commonly found in primary and elementary schools.
  • Classcraft: It is an Engagement Management System that addresses student motivation through game principles.

Benefits of Gamification In Education

BENEFITS of gamified learning

There are multiple benefits of gamification in learning, not only for students but also for teachers, educational institutions, and parents.

  • Fun and Interactive Learning: Gamification has the potential to change rote learning into a more practical and engaging type of learning. It has the ability to reduce rote learning and memorizing based on text. Students become more absorbed in the learning process, allowing them to comprehend subjects in greater depth.
  • Skills Development: With the help of gamified learning, students would develop skills like critical thinking, problem-solving aptitude, time management, facing challenges, visual memory, etc. Additionally, students will face more gadgets and tools, which will contribute to the development of tech literacy among them.
  • High Enrollment Rate: When learning is gamified, students will be more eager to study due to the inclusion of new games and enjoyable elements. This approach will encourage students to attend classes regularly and take an active interest in their studies. This could be a great solution, especially in developing countries like India, Bangladesh, and Africa, where there are a significant number of student dropouts.
  • Customized Learning: Gamified learning will promote customized learning. The gaming approach will expose students to new challenging tasks and levels, which will help teachers identify the strong and weak areas of students and then work on improving them. Teachers can further customize study materials for each student.
  • Healthy Competition: The features of games such as leaderboards, streaks, bonus points, gifts, and rewards can encourage students to undertake challenging tasks and promote competitiveness among them.

How Can Gamification Be Used In Learning?

game on for smarter learning

Let’s take the example of the math subject, which can be gamified at the school level to make its understanding easier and to maintain students’ interest in it. There are broadly two ways in which the math subject can be gamified: One with the use of technology and the other without any technology.

Without The Use of Technology

  • Points System: Every student should be given math numerical homework with a certain deadline, and students should be awarded points based on their performance and punctuality. These points can be redeemed by students to get gifts on their birthdays.
  • Introduction to Board Games: A good example is the business cardboard game, in which students can learn about basic calculations by purchasing and selling assets.
  • Use of Art: The integration of math and drawing can be a great learning opportunity for students. Students should be allowed to draw geometric designs and shapes in their art copies. This will teach students about different shapes and spatial reasoning.
  • Storytelling: The math subject can be made interesting by converting the problems into stories. This will allow students to take an active part in the process, and they can reach solutions by using their creative minds. The equations, shapes, and numerals should be very well integrated into the stories.
  • Every Week Quiz: By organizing a math quiz week in classrooms, student confidence can be boosted, leading to enhanced healthy competition among students. After each quiz, every student should be given gifts, snacks, and other rewards.”

With The Use of Technology

This can be done by using particular math Learning apps that are available on the market.

  • Different Levels: There should be multiple levels in that app, and each level should have different games related to math concepts such as addition, trigonometry, algebra, etc. The difficulty of each level should increase as the student makes progress in the game.
  • Points and Rewards: After the completion of each level, students should be awarded points, rewards, and vouchers. This will enhance students’ motivation to achieve something. These points should be converted into marks and published in the final report card.
  • Gamified Tests: After the completion of each level, a gamified test based on the completed topic should be taken. This test should be more enjoyable, incorporating elements like puzzles, quizzes, etc.
  • Leaderboard: There should be a designated leaderboard in that game that shows the ranking of all students in the school. This will promote healthy competition among students.
  • Certificate of Achievement: Every student should be awarded a digital certificate of achievement after completing the entire game in the app. This certificate should be integrated into the student’s final report card.
  • Use of Data: With the help of data based on every student’s performance, the weak and strong areas of a student can be easily identified, and the respective subject teacher can work on it

Challenges With Gamified Learning

To start gamified learning in early schools and colleges, there will be certain challenges.

  • Integration Issue: It will be challenging to integrate gaming apps with the subject curriculum; this could hamper the desired output. Furthermore, integrating content that is outside of the curriculum could also be difficult for students to learn.
  • Infrastructure Issues: Many schools are not capable of affording the desired technology to facilitate this gamified learning, especially in developing countries.
  • Skill Gap: The skill gap related to the operation of technology and creative teaching methods is still lacking among teachers and administrative staff in various educational institutions.
  • Technical Issues: The issues related to tech skills, app design, integration of subjects, technical glitches, cybersecurity, data privacy, and regular maintenance are essential components of gamified learning.

Way Forward

  • Support from state and national governments is essential to facilitate gamified learning. This could be achieved through appropriate policy measures and schemes, where support in the form of funding and innovation could be provided.
  • There is an urgent need to boost innovation and EdTech startups in the gamified learning domain. This will allow various stakeholders to take an active part in this learning process.
  • Schools, colleges, and all universities must adapt to new EdTech tools and implement them. They should also hire skilled teachers who are very well-versed in EdTech tools.

Conclusion

No doubt, gamified learning can change the structure and function of the education system drastically. It can significantly enhance the learning output of students and make learning more interactive and enjoyable. However, to overcome the implementation challenges, there is an urgent need for governments and EdTech startups to promote it with their funding and innovation

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