What is Gamification?
What if educators leverage the power of gameplay to engage and motivate learners?
Power Up Your Classroom (2019)
What is Gamification?
This module will explore the process of applying gaming principles to instruction through gamification and game-based learning. Let's start by outlining the differences between these two approaches:
What is Gamification NOT?
Gamification and game-based learning are more than just slapping Pokémon characters on a worksheet and using in a PowerPoint presentation. Take a moment to review what gamification is not:
What are Game Mechanics?
Game mechanics include, but not limited to:
- Points
- Levels
- Missions (both individual & team)
- Badges
- Leaderboards (both individual & team)
- Visual progress
These mechanics also create game dynamics, such as competition, collaboration, community, collection, achievement, and more.
Permission to Fail
In her TEDx Talk "Living in Beta," Molly Bennett provides an example of an Earth Science teacher who provides students with the question that will be on the final exam. As you watch, listen for the following:
- How does teacher in Bennett's example frame the end-of-unit task as a team mission?
- What does it mean to "live in beta"? How does this create "permission to fail," an important game dynamic?
Planning Considerations
Use the slideshow below to explore the planning questions you can ask yourself when considering gamification or GBL.
Setting the Foundation
Many opportunities for gamification or GBL make success and failure visible (e.g. leader boards, gropu play, etc.). According to Power Up Learning (2019), teachers "must ensure that the players are able to move through these experiences positively." More importantly, if failure "is not viewed as a productive tool of learning in your community, then public failure sets back a player's confidence and works against your goals as the game designer." These risks can be offset by building a community of trust, learning from mistakes, and celebrating successes.
The following flowchart from the same text can help you identify whether or not your classroom community is ready for gamification or GBL:
Moonshot Thinking
Gamification and GBL can help students understand that failure is a part of learning, an understanding that can create "Moonshot Thinking" in your classroom. Feel free to revisit Molly Bennett's TEDx Talk "Living in Beta" (2013) again if you missed it earlier in this module:
Just for fun: Click here
Links to an external site. to see a "Google Graveyard."