“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,” 2016).” Whether you are young or old and whether you have a cell phone, tablet, laptop, or other electronic device; the one thing that is likely a given is that you like games. The type of games will likely vary greatly, but most everyone has a game they enjoy (even if they don’t want to admit it). Because games are so enmeshed in all of the electronic devices we use on a daily basis, it’s no surprise that gamifying educational experiences would be a successful strategy as well. According to Pandey, there are six benefits to gamification in e-learning, including; a better learning experience, better learning environment, instant feedback, student’s behavioral changes, adaptability to most learning needs, and an increase in performance (Pandey, 2015). Giving students a better learning experience equates to increasing student’s engagement in the learning. In order for any learning strategy to be successful it must first be engaging. Receiving instant feedback in this situation goes both ways. Students receive instant feedback on how well they understand the concept(s) being learned and teachers have immediate access to see how their students are progressing so they can identify gaps and provide targeted intervention for those students that need it. The behavioral changes that occur come in regards to the learner’s behavior and attitudes about learning. Not only are they given instant feedback about their progress, but they are also able to take more control of their learning, which makes them more invested in the process. Gamification can be used in a variety of ways throughout the classroom from being integrated into learning activities to helping teach and manage appropriate behavior in the classroom. Lastly, by creating an engaging learning environment where students are given control of their learning and incentives to achieve, gamification can be a powerful tool to enhance learning (Pandey, 2015).
Gamification in education. (2016, January 26). Retrieved from https://www.learning-theories.com/gamification-in-education.html
Pandey, A. (2015, June 17). Top 6 benefits of gamification in eLearning. Retrieved March 11, 2017, from https://elearningindustry.com/top-6-benefits-of-gamification-in-elearning