This week in our college technology class, we talked about gamification and some of its potential benefits. As a kid, I was always into video games, and watching myself progress through as it gets harder and harder. In elementary school, I remember playing some online games that actually helped with my education, such as Go Noodle or Kahoot. I wanted to dive deeper into how the concept of ‘gaming’ has evolved from simply ‘playing and entertainment’ at a personal level to one with more educational uses.
What is Gamification
Gamification is the involvement of game elements in settings where they normally would not be present. Teachers may use it as a strategy to increase engagement and motivation in the classroom. This could be in schools and many other places you may visit in your day-to-day life.
One example featured in a campaign done by the company Volkswagen involved a musical staircase in a subway station in Sweden. The company used a staircase that played a note each time you stepped on a stair, along with providing a normal staircase as well. At the end of the campaign, the results showed that 66% more people used the musical stairs over the escalator. This is a great example of a marketing strategy done using gamification.
How does this work in the classroom?
Games and entertainment are captivating to adults and young children alike, particularly in this digital age, so bringing that enthusiasm for games into the classroom can make learning far more enjoyable. By incorporating elements of game design, teachers can create lessons that are engaging, interactive, and immersive, encouraging students to take an active role in their education. An example you may know is Duolingo, which tracks your progress and encourages you as you learn a new language. Using features like points, badges, and levels, teachers can offer extrinsic-focused rewards that inspire students to work hard, develop new skills, and reach higher levels of academic achievement. After the external reward, students will gradually shift their focus toward the satisfaction of learning itself. As students engage with points, badges, and levels, they experience a sense of accomplishment and progress, which can build confidence and curiosity. Over time, these positive experiences help students associate learning with enjoyment and personal growth rather than just rewards.
Extrinsic motivation: Motivation that is the result of a future reward/potential consequence.
Intrinsic motivation: Motivation that is the result of personal interest or satisfaction.
Educational games can offer ways for students to learn a variety of subjects. Teachers can make interactive jeopardy boards for students in just about every subject, and Kahoot allows teachers to customize quizzes for their students as well. You might remember those Leapfrog books that you can tap with a pen, and it would make noises, read to you, and tell you what things were; that is a wonderful example of a gamification tactic. When children tap the pages with the pen, they get immediate responses (like hearing words and sounds), which helps keep them engaged and motivated.
Potential Challenges
Not every student is going to love the idea of points, scoreboards, or competition-based games. Some may be motivated by competition or rewards, while others might find it stressful or discouraging if they fall behind, which means it is important to meet your students at their levels and find appropriate activities for your classroom. The focus on actual learning cannot be overshadowed by the extrinsic rewards they earn. Students may prioritize getting a star or reaching the next level over understanding the material. This can lead to students memorizing information temporarily for extrinsic gain rather than developing lasting comprehension or critical thinking skills.
How might I use gamification in my future classroom?
In my classroom, I would love to incorporate some gamification elements to help engage my students. A lot of collaborative activities will be emphasized in order to create connections and help improve social skills. Recently, in a visit to a third-grade class, I noticed their teacher had the class going on a scavenger hunt around the class. Students in groups of two each got a cipher decoder that they used to translate three different facts about bats! This activity looked like so much fun, and it inspired me so much. When I teach, I’d love to involve group quests like scavenger hunts, which allow students to learn while being social. I would also potentially use a “Reading Ladder” where students move up levels as they finish books or improve fluency. We discussed these in a past English class, and I think it would be wonderful to have students create their own ladders to progress through, picking subjects they enjoy. One last mention I would like to make is virtual field trips. This is also a topic we discussed in our technology class, and I think it would be really engaging for students to be able to virtually travel to places they are learning about.
While doing this post, I’ve looked into lots of potential games I might use in my future classroom
Kahoot!: Kahoot is great at creating fun, competitive classroom interactions. I love that teachers can customize their Kahoot games, which I will do to create quizzes that are appropriate for the ages that I will teach. It is also easy for teachers to see which students are excelling and which students may need work on a certain subject area.
Starfall Math: This is a blast to the past for me, oh my goodness! I actually used to use Starfall Math when I was in elementary school, and I remember loving it. There are different age-appropriate levels that focus on core math skills and also give students the ability to learn at their own pace.
PBS Kids Games: PBS Kids offers a vast variety of educational games covering all different subjects, such as math, science, reading, and social studies. These games are aligned with educational standards and designed for elementary students.
Breakout EDU: We discussed this fun learning tool in class this week, and it is right up my alley. I might have to remember that it’s for the students and not for me, though. through a series of clues and puzzles. Breakout EDU turns your classroom into an escape room-style game, where students must work together to solve challenges and unlock clues to progress.
EPIC!: I did a fun screencast about epic books in a previous post if you’d like to check that out! Epic has a large digital library of e-books, audiobooks, and learning videos aimed at kids, which allows students to explore books of interest.
Prodigy: Prodigy is lots of fun, and I know this because we tried it out in our tech class this week! Prodigy is a fantasy-style math game where students create avatars, go on adventures, answer math problems to “cast spells,” and battle opponents. The game adapts to each student’s level: if a student struggles, questions are easier; if they excel, questions become more challenging.
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