In the classrooms of today, technology often takes centre stage - accompanied by new teaching practices and fundamental changes to the learning experience itself.

Old chalkboards and outdated television sets have long since been replaced by smart screens and immersive learning platforms - and with this modern tech comes new opportunities to keep students engaged. 

From AI to virtual reality, children are increasingly being encouraged to develop new skills and abilities through exploration and play.

But does this really improve learning outcomes?

Read on to discover more about the impact of gamification on the education sector as we evaluate the case that classroom games improve learning.

What is gamification? 

Gamification involves the application of game-design elements in non-game contexts - in this instance, education - such as challenges, badges, points, levels, and accompanying feelings of excitement and accomplishment. Through competition and teamwork, advocates of gamification argue children display greater levels of motivation, creativity and engagement. 

Game-based learning is certainly not a new phenomenon. The relationship between learning and playing has predated the digital era by thousands of years. From medieval times, where Guilds taught their students maths and business concepts through The Game of Goose, to the early days of the Boy Scout movement, there is an extensive history of children being encouraged to overcome challenges and obstacles in return for praise and rewards.

In the modern day, the advent of digital technology has revolutionised the game-based learning approach, allowing for more sophisticated and immersive gamified experiences. From educational apps and platforms to classroom activities, gamification has become a versatile tool for teachers worldwide.

The benefits of gamification in education

Needless to say, game-based learning is a highly popular teaching method that almost all of us have encountered and enjoyed at some point in our lives.

The integration of game-based elements into lessons within schools and colleges offers many benefits. 

Gamification can lead to:

  • Increased engagement - games naturally captivate attention and stimulate curiosity, making learning activities more compelling. This heightened engagement can lead to better retention of information and a more positive attitude toward learning.
  • Enhanced motivation - gamified learning environments often include reward systems that recognise student achievements. Whether through points, badges, or progress charts, these rewards provide incentives for students to stay motivated and strive for improvement.
  • Improved collaboration - many gamified educational activities are designed to encourage teamwork and collaboration. Group challenges and competitive elements can encourage a sense of community and collective problem-solving, helping students develop essential social skills that will benefit them in later life.
  • Personalised learning - gamification allows for adaptive learning experiences tailored to individual student needs. Through immediate feedback and adjustable difficulty levels, students can progress at their own pace.
  • Development of critical skills - games often require players to think critically, solve problems, and make quick decisions. By incorporating these elements into educational activities, students can develop critical thinking, creativity, and decision-making skills that are valuable beyond the classroom.

A balancing act?

When it comes to incorporating gamification into education, the key is striking the right balance. While making learning fun is important, it is equally crucial to maintain classroom standards. Teachers must ensure that entertainment doesn’t compromise educational value, and that gamified activities are both enjoyable and academically beneficial. When activities begin to distract children from the actual learning process, it may be time to reevaluate.

There is also a risk that students may become overly focused on extrinsic rewards, such as points and badges, rather than intrinsic motivation for learning. To avoid this, teachers need to carefully design gamified activities to ensure they encourage a genuine interest in the subject matter. 

Accessibility is another factor that educators must keep in mind. Not all students may have equal access to digital devices and technology, which can create disparities in the effectiveness of gamified learning. It’s therefore important to consider inclusivity when selecting classroom games and software, particularly those intended for use outside the classroom.

In a similar vein, developing and implementing gamified learning experiences can be resource-intensive, requiring significant time, effort, and sometimes financial investment. Educators must balance the benefits with the practical constraints of their teaching environment. For the best result, collaborate with a reliable EdTech consultancy firm that can assist you with ICT procurement and provide you with practical advice.

Common types of gamification

As previously mentioned, gamification in education has thrived for thousands of years.

While board games and physical activities remain valuable tools to keep class motivation levels high, gamification has largely embodied a digital approach during the modern era.

From VR to online quizzes, interactive software and websites often serve as reliable tools to keep children immersed.

If you’re stuck for new ideas, here are some common examples that you’re likely to come across in most schools:

  • Kahoot! - a competitive game-based learning platform that allows teachers to create quizzes, surveys, and discussion prompts. Students participate using their devices, earning points for correct answers and speed. 
  • Classcraft - this software transforms the classroom into a role-playing game where students take on different roles, such as warriors, mages, and healers. They earn points for positive behaviours and academic achievements, which they can use to gain privileges or help their team. 
  • Duolingo - a popular app that gamifies language learning by incorporating levels, points, and streaks into its lessons, Duolingo enjoys worldwide success. Users complete language exercises to earn rewards and progress through different stages. 
  • Minecraft: Education Edition uses the popular game Minecraft as an educational tool. Teachers can create immersive lessons in subjects like maths, history, and science, where students solve problems and complete projects within the game’s virtual world. 
  • Quizizz is another platform for creating and playing quizzes. It allows students to compete against each other in real-time or at their own pace. Teachers can also track progress and identify areas where students need additional support. 

The future of game-based learning

The integration of AR, VR, and MR technologies can take gamification in education to the next level.

With the continued development of artificial intelligence, we are likely to see increased use of game-based tech within educational institutions.

As AI can embody the role of a player within virtual games, there is greater opportunity for children to participate in interactive digital activities. An additional benefit of automated technology is its power to analyse a learner’s progress and preferences, tailoring the gamification elements to suit their specific needs. For example, AI elements in virtual maths games can adjust questions and challenges based on the user’s ability level.

Gamification also maximises the potential of AI through natural language processing (NLP). NLP enables AI to interpret and comprehend human language, leading to more immersive and interactive experiences. For instance, a gamified educational platform might employ NLP to evaluate student responses, offering personalised feedback that addresses each student’s unique strengths and weaknesses. Not only does this help save teachers time carrying out administrative tasks such as marking, but it also improves learning outcomes.

This personalised approach has the potential to transform the learning experience by both simplifying concepts and setting new challenges. As technology continues to evolve, it’s unlikely that digital gamification is going anywhere anytime soon.

At Novatia, we’re constantly thinking of ways to future-proof your institution’s ICT strategy. We take our passion, knowledge, and experience of ICT to make a real difference to learning outcomes in education. From ICT procurement to audits and strategy, we supply the correct solutions for your organisation’s needs both inside and outside the classroom. 


For more information on our services, please get in touch with us today.

 

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