12 Examples Of Gamification In The Classroom (2024)

12 Examples Of Gamification In The Classroom (1)

contributed by Ryan Schaaf&Jack Quinn

Everyone loves games.

Albert Einstein himself indicated they are the most elevated form of investigation. He knew games are avenues for something deeper and more meaningful than a childish waste of time. Games promote situated learning, or in other words, learning that occurs in groups of practice during immersive experiences. Oftentimes, playing games are the first method children use to explore higher-order thinking skills associated with creating, evaluating, analyzing, and applying new knowledge.

See also 50 Questions To Help Students Think About What They Think

This article is written in two parts. The first, written by Ryan Schaaf, Assistant Professor of Technology at Notre Dame of Maryland University, introduces gamification in an educational context, its many elements, and some products that emulate gamified practices.The second part, shared by classroom teacher and coach Jack Quinn, provides a firsthand account with perspective from a gamified learning practitioner. Below are our combined insights.

Gamification In An Educational Context

Games have many elements that make them powerful vehicles for human learning. They are commonly structured for players to solve a problem; an essential skill needed for today and tomorrow. Many games promote communication, cooperation, and even competition amongst players. Some of the most immersive games have a rich narrative that spawns creativity and imagination in its players. Finally, depending on how they are designed, games can both teach and test their players. They are incredible packages of teaching, learning, and assessment.

The structural elements of games are also especially suited to serve this current generation of learners. Commonly known as gamification (or gameful design according to Jane McGonigal), this approach of adding game elements such as storytelling, problem-solving, aesthetics, rules, collaboration, competition, reward systems, feedback, and learning through trial and error into non-game situations has already experienced widespread implementation in such fields as marketing, training, and consumerism with rampant success (see http://www.cio.com/article/2900319/gamification/3-enterprise-gamification-success-stories.html) for more details.

In the education realm, gamification is starting to pick up steam. With success stories such as Classcraft, Class Dojo, and Rezzly leading the charge, the potential for gamification to spread to more and more classrooms is a forgone conclusion. There are also pockets of educators in the teaching landscape that are designing their own ‘gamefully-designed’ learning environments. The next section explores such an environment by sharing Jack’s experiences with his own class.

See also10 Specific Ideas To Gamify Your Classroom

Gamification: From Theory to Practice

I have been involved with gamification for quite some time now. In my 9 years of experience, I’ve found games are great at resolving several common classroom issues such as: student participation/talk time, student engagement, differentiation, data tracking, and increasing student achievement.

As an ancillary language teacher on Jeju Island in South Korea, gamification helped me increase student talk time by 300%. My 250 students completed over 27,000 ‘quests,’ a.k.a. additional homework assignments they chose to do. My top 10% of participants spent an hour outside of class speaking their target language daily. I was even startled on more than one occasion to arrive early to work and find my students had beaten me there and were eagerly awaiting my arrival so they could begin their daily quests.

As a classroom teacher in the Houston Independent School district serving schools with a 95% free and reduced lunch population, I have taught both 3rd-grade reading and 5th-grade science. Each of these is a state-tested subject (that I taught for two years).

On average in my first year of instruction, my students have performed 1.39 times the district norm and 1.82 times the district norm in my second year teaching the subject. Or put another way, traditional methods would take 14 to 18 months to achieve what I can do with games in 10.

I credit much of this success to following the advice of Gabe Zicherman from his Google Tech Talk, Fun is the Future: Mastering Gamification, where he advises game designers to “incentivize whatever you want people to do.” (Zicherman, n.d.)

As such I strive to identify the key actions my students need to practice then build games and reward systems around those actions.

12 Examples Of Gamification In The Classroom

1. Giving points for meeting academic objectives

Do students need to be citing details from the text and evidence for conclusions in class discussions? Answers without evidence are now worth 1 point, a correct answer with 1 piece of evidence is worth 2 points, a correct answer + 2 pieces of evidence = 3 points.

2. Giving points for meeting procedural/non-academic objectives

Need to solve a classroom issue such as shortening the time it takes to check homework? All students who have their homework out ready to be checked before being prompted by the teacher now receive 2 points.

3. Creating playful barriers

These sorts of barriers can be academic or behavioral, social or private, creative, or logistical. The point is, one of the primary tenets of gamification is the use of encouragement mechanics through the application of playful barriers–challenges, for example.

4. Creating competition within the classroom

Teacher vs. Class: Students must follow a rule that the teacher sets. Anytime a student follows the rule, the Class gets a point. Anytime a student does not follow a rule, the teacher gets a point. This is particularly great for introducing procedures and behavioral expectations. If the Class wins, use a sustainable reward, such as a 1-minute dance party, extended recess time, or fewer homework problems.

5. Comparing and reflecting on performance in nuanced ways personalized for each student

At the end of some video game levels, the player’s performance is broken down into countless details offering enormous data, achievements, and ways to reflect and document their performance and compare with others.

For example, one game might offer statistics of which objectives were met and how, assigned a ‘badge’ based on that particular performance ‘style,’ then track every minute detail around that performance you can imagine: total number of jumps, number of enemies alerted, number of different ways a specific problem was solved, etc.

6. Creating a range of unique rewards desirable for a range of unique students

In my class, students get sunglasses to wear until the period is over at 5 points, the privilege to take off their shoes at 10 points, a positive text to their parents at 15, and if the high score is over 15, whoever has it may ‘steal’ the teacher’s chair.

7. Using levels, checkpoints, and other methods of ‘progression’

Track points over multiple classes, when students reach an important milestone such as 100 points let them level up, as they progress further give out sustainable milestone rewards, such as eating lunch with the teacher or a free dress pass (if your school wears uniforms).

Competitive students will race to have the highest level in their class and grade which can be leveraged by creating quests that require them to recruit lower-level students in quests that require both to practice target skills.

Other Examples Of Gamification In The Classroom

8. Grading backwardstart grading at 0 instead of 100. Every assignment, demonstrated mastery of skill, or desired behavior earns points for them towards 100/letter grade/certificate, or whatever reward you’d like to provide.

9. Creating challenges with more than one way to be solved and emphasize the different approaches.

10. Giving learning badges instead of (or in addition to) points or grades.

11. Letting students set their own goals, then track their own progress in a fun/visual/social/personal way.

12. Helping students assume specific perspectives in learning–as a judge, designer, father, etc. This element of fantasy role-play is a big draw of video games.

13. Incentivizing student ‘exploration’ of content by offering bonuses, ‘easter eggs,’ and other benefits of achieving supplementary goals beyond the main lesson objective itself.

14. Create problems or challenges with more than one way to solve

Bonus: Using a scoreboard seating chart

Draw or project a seating chart onto a whiteboard/screen, and then award students points for all activities that you want to incentivize with sustainable rewards/recognitions at different point levels.

Conclusion

Make sure to be creative and respond to student interests. In my class, students don’t take practice tests; they battle the evil emperor, Kamico (the maker of popular test prep workbooks used at my school). We don’t just test objects for conductivity; we search out the secret object which will turn on the alien spaceship’s ‘prepared to launch’ light.

While students are collecting points, leveling up, and competing against each other, I am collecting data, tracking progress, and tailoring the rules, rewards, and quests to build positive class culture while pushing student achievement. Students become eager to participate in the activities that they need to do to improve, and when students buy-in, they make school a game worth playing.

References & Further Reading

McGonigal, J. (2011). Gaming can make a better world. | TED Talk | TED.com [Video file]. Retrieved from: ted.com/

Schaaf, R., & Mohan, N. (2014). Making school a game worth playing: Digital games in the classroom. SAGE Publications.

Schell, J. (n.d.) When games invade real life. | TED Talk | TED.com [Video file]. Retrieved from https://www.ted.com/talks/jesse_schell_when_games_invade_real_life

Zicherman. (n.d.). Fun is the Future: Mastering Gamification [Video file]. Retrieved from youtube.com

12 Examples Of Gamification In The Classroom

12 Examples Of Gamification In The Classroom (2024)

FAQs

What is an example of gamification? ›

An example of this could be parents attaching rewards to well-performed chores. This strategy is called Gamification, and it's used pretty well wherever someone needs to be motivated to perform an action. Gamification is an effective marketing tactic and one that's especially prevalent in the age of smartphones.

How is gamification used in the classroom? ›

Six steps to a gamified classroom
  1. Identify what should be gamified. Gamification is all about motivation and engagement, so focus on areas in your classroom where those elements are lacking. ...
  2. Know your students. ...
  3. Set the rules. ...
  4. Keep it flexible. ...
  5. Extend it beyond one subject. ...
  6. Track your own progress.
23 Mar 2022

How do you gamify your class in 5 easy steps? ›

  1. Step 1: Assess your students.
  2. Step 2: Define learning goals.
  3. Step 3: Structure the gamified learning experience.
  4. Step 4: Identify resources.
  5. Step 5: Apply gamification elements.
5 Feb 2019

What are some examples of game-based learning? ›

Examples of game-based learning include card games, board games, and video games. As another example, a teacher may create a game that is like Wheel of Fortune to help students with spelling and vocabulary.

What are gamification activities? ›

Gamification is the integration of game elements like point systems, leaderboards, badges, or other elements related to games into “conventional” learning activities in order to increase engagement and motivation.

What are gamification tools? ›

Gamification software is any tool or platform used for applying game mechanics to non game contexts in order to boost engagement and successful end-results. Common use cases include customer retention, elearning, employee engagement, and performance management.

What are the types of gamification? ›

There are 2 key approaches of delivering gamification recognized in the industry – structural and content-based.

What is gamification method of teaching? ›

The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning.

How do you create a classroom game? ›

How to create learning games in Google Classroom - YouTube

Why should teachers gamify the classroom? ›

Gamification prepares learners to be active and take responsibility upon their own learning. Lessons filled with fun games are believed to be more effective in producing a positive outcome as learners are motivated to play more although they do not realise the fact that they are learning subconsciously.

How effective is gamification in motivating in class? ›

These elements of gamification have been found to be extremely useful in improving children's learning experiences. They allow teachers to create personalized content that is specific to their environment and learning objectives.

Which is an example of gamification in social media? ›

Rewarding users for reviewing, liking, commenting on or contributing content. Creating a competition involving user-generated content. Posting trivia questions on social media.

How do you create good gamification? ›

Here is a 9-step guide to create gamified online training, even if you're working on a limited corporate eLearning budget.
  1. Define Your Learning Objectives And Desired Outcomes. ...
  2. Research Your Audience. ...
  3. Choose The Right Reward System. ...
  4. Pick The Ideal Game Mechanics. ...
  5. Find A Suitable eLearning Authoring Tool.
5 Jul 2017

What is gamification in simple words? ›

Gamification describes the incorporation of game-style incentives into everyday or non-game activities. Any time game-like features or aspects of game design are introduced to non-game contexts, gamification is taking place.

Which of the following is an example of a game-based learning platform? ›

#1: Kahoot

Kahoot! is a “game-based learning platform that brings engagement and fun to 1+ billion players every year at school, at work, and at home.” It's probably the most well-known platform for game-based learning.

What is a game-based activity? ›

Game-based learning refers to the borrowing of certain gaming principles and applying them to real-life settings to engage users (Trybus 2015). The motivational psychology involved in game- based learning allows students to engage with educational materials in a playful and dynamic way.

How do you introduce students to games? ›

Play the Game Yourself

One of the best ways to make sure that a game isn't too complicated for your students is to play it yourself a couple of times before you introduce it to the class. Playing the game yourself will also enable you to better answer any questions that your students may have.

What are some gamification strategies? ›

Strategies In Gamification For Learning
  • Point systems. Assigning points for completing different tasks can encourage individuals to work hard. ...
  • Badges. Badges are a fantastic way to acknowledge and reward people for their efforts. ...
  • Leaderboards. ...
  • Challenges.
15 Nov 2021

What is game based learning in the classroom? ›

Game based learning is also an active learning technique where games are used to enhance student learning. Here, the learning comes from playing the game and promotes critical thinking and problem solving skills.

What are the teaching method based on games? ›

What Is Game-based Learning? Game-based learning (GBL) is the application of games to learning using tailor-made content or third-party content, all within a gaming environment. The goal is to engage and motivate learners to acquire new skills, enhance existing ones or change behavior.

What are the elements of gamification? ›

Gamification is the application of game-playing elements to another type of activity. Common gamification elements include points, timers, badges, and leaderboards. Games are collaborative or competitive activities played according to a set of rules. Games usually have an end-goal or win-state.

What is gamification design? ›

Gamification is a technique which designers use to insert gameplay elements in non-gaming settings, so they enhance user engagement with a product or service. By weaving suitably fun features such as leaderboards and badges into an existing system, designers tap users' intrinsic motivations so they enjoy using it more.

How do you gamify an app? ›

6 Techniques to Effectively Gamify a Mobile App
  1. Set objectives. Just like when you market your app, set objectives and goals before you begin. ...
  2. Add value. ...
  3. Ingrained in the ecosystem. ...
  4. Keep it simple. ...
  5. Build sharing loops. ...
  6. Quick rewards.
1 Oct 2014

What is workplace gamification? ›

Gamification in the workplace is the use of game techniques in a non-game context. Companies create internal competitions to engage employees in a healthy “race” and incorporate scores, levels, and prizes, as extra motivation.

What is a gamification assessment? ›

Gamified assessments take robust, scientific psychometric tests and introduce some elements of gaming (such as progressing through levels, earning points or getting badges) to create a more engaging and contemporary-looking online test. The result is a psychometric test.

What is structural gamification? ›

Structural Gamification is the application of game elements to propel a learner through content with no alteration or changes to the content. That is, the content does not become game like. Only the structure around the content.

What is the main objective of gamification? ›

Gamification is adding game mechanics into nongame environments, like a website, online community, learning management system or business' intranet to increase participation. The goal of gamification is to engage with consumers, employees and partners to inspire collaborate, share and interact.

What is the most important aspect of gamification? ›

Competition. Perhaps the component most commonly associated with games. It does not have to be designed as a competition between the participants because there are also cooperative games or those where you compete with yourself. But without a doubt that competition is one of the main motivating factors.

What are the types of gamification? ›

There are 2 key approaches of delivering gamification recognized in the industry – structural and content-based.

What are gamification tools? ›

Gamification software is any tool or platform used for applying game mechanics to non game contexts in order to boost engagement and successful end-results. Common use cases include customer retention, elearning, employee engagement, and performance management.

How do you incorporate gamification in education? ›

Teachers can implement gamification via the following examples:
  1. Giving points for meeting academic objectives. ...
  2. Giving points for meeting procedural/non-academic objectives. ...
  3. Creating playful barriers. ...
  4. Creating competition within the classroom. ...
  5. Comparing and reflecting on personalised performance.
1 Apr 2020

What is gamification in learning and education? ›

The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning.

What is gamification in simple words? ›

Gamification describes the incorporation of game-style incentives into everyday or non-game activities. Any time game-like features or aspects of game design are introduced to non-game contexts, gamification is taking place.

What is interactive gamification? ›

Gamification is a technique which designers use to insert gameplay elements in non-gaming settings, so they enhance user engagement with a product or service. By weaving suitably fun features such as leaderboards and badges into an existing system, designers tap users' intrinsic motivations so they enjoy using it more.

What is gamification strategy? ›

Gamification strategy is the process of taking something that already exists, like a software application or online community, and using gaming techniques to motivate consistent participation and long-term engagement.

What are the elements of gamification? ›

Gamification is the application of game-playing elements to another type of activity. Common gamification elements include points, timers, badges, and leaderboards. Games are collaborative or competitive activities played according to a set of rules. Games usually have an end-goal or win-state.

How do you build a gamification platform? ›

How to Build a Gamification Platform Your Team Will Use
  1. How iQor Lifted Agent Engagement and Lowered Handle Time by Mixing Work with Play. ...
  2. Gamification Innovation at iQor. ...
  3. 1: Have a Clear Objective. ...
  4. Bite-Size the Content. ...
  5. Make Progress Trackable. ...
  6. Build in Rewards. ...
  7. Ditto for Recognition. ...
  8. Keep It Competitive . . .

How do you create a gamification system? ›

How To Implement Gamification
  1. Use a Point System. In a typical learning setting, grades evaluate performance which can be disheartening, especially if you are not doing well. ...
  2. Hand Out Badges. ...
  3. Create a Script With Avatars. ...
  4. Encourage Teamwork.

What is game based learning in the classroom? ›

Game based learning is also an active learning technique where games are used to enhance student learning. Here, the learning comes from playing the game and promotes critical thinking and problem solving skills.

How effective is gamification in motivating in class? ›

These elements of gamification have been found to be extremely useful in improving children's learning experiences. They allow teachers to create personalized content that is specific to their environment and learning objectives.

What is the main objective of gamification? ›

Gamification is adding game mechanics into nongame environments, like a website, online community, learning management system or business' intranet to increase participation. The goal of gamification is to engage with consumers, employees and partners to inspire collaborate, share and interact.

How gamification can help education? ›

Gamification introduces an element of play into study, which ultimately makes for a fun experience. Having a goal to drive towards, or a new level to reach can push you to study harder. In true video game fashion, the challenge of reaching that new level or goal can be incredibly fun.

What makes gamification effective? ›

Gamification increases engagement by providing incentives for learners to pay attention and complete activities. The added reward, even if it is intangible, can encourage better listening and observation. When the learner is focused, they are more likely to absorb the information presented to them.

What is the importance of gamification in education? ›

Gamification increases level of engagement in classrooms.

Then the students were measured based on their level of engagement. The researchers found that the game-like atmosphere was favorable in the classroom and increased productivity.

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