“Gaming in Action- ‘Engaging Adult Learners with Games and Gamification” 2018-1-TR01-KA204-059315

What is Gamification?

        Summary: Gamification describes the process of applying game-related principles — particularly those relating to user experience and engagement — to non-game contexts such as education.       

      Gamification in education, or gamification in learning, is sometimes described using other terms: gameful thinking, game principles for education, motivation design, engagement design, etc. It is different from game-based learning in that it does not involve students making their own games or playing commercially-made video games. It operates under the assumption that the kind of engagement that gamers experience with games can be translated to an educational context towards the goals of facilitating learning and influencing student behavior.

     Since gamers voluntarily spend countless hours playing games and problem-solving, researchers and educators have been exploring ways to harness videogames’ power for motivation and apply it to the classroom.

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Gamification in Education

Grades
These XP might then translate to letter grades that are assigned based on how many XP each student has accrued. With respect to changing the language that is used in the classroom, completing an assignment might be referred to as “embarking on a quest."
Main Ways
There are three main ways that gamification can be applied to a learning environment. These include adapting grades, changing the classroom language, and modifying the structure of the class. Instead of solely using letter grades, there might be a ladder of experience points (XP) that the student climbs.
Structure
To gamify the structure of the classroom, a teacher might organize students into “guilds" or “leagues" that work together to complete quests and rack up points. A structural narrative can also function as a strong motivator and as reinforcement for the learning material, especially if the narrative fits the learning content.

Game Elements

Gamification in learning involves incorporating game elements to motivate learners. Some of these elements include the following:
Narrative
Immediate feedback ,Fun
“Scaffolded learning" with challenges that increase
Mastery (for example, in the form of leveling up)
Progress indicators (for example, through points/badges/leaderboards, also called PBLs)
Social connection  ,Player control ,Sponsored Content

Benefits to Gamification

Students feel ownership over their learning
More relaxed atmosphere in regard to failure, since learners can simply try again
More fun in the classroom
Learning becomes visible through progress indicators
Students may uncover intrinsic motivation for learning
Students can explore different identities through different avatars/characters
Students often are more comfortable in gaming environments

Gamified Classroom


A classroom that contains some or all of these elements can be considered a “gamified" classroom. The best combinations, the ones that create sustained engagement, consider the unique needs of the learners and do more than just use points and levels to motivate players. The most effective gamification systems make use of other elements such as narrative and connection with fellow players/learners to really capture the learner’s interest.

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2019-06-27 08:17