Gamification and Game-Based Learning

The following is a guest post by Mary Colbert, a content creator specializing in education. If you would like to submit a guest post, please contact us

When discussing gamification and game-based learning there is often some confusion as to how they differ. Many people use the terms interchangeably but they are not the same. However they are often linked together so it isn’t always easy to separate them.

What is Game-Based Learning?

Game-Based Learning or GBL is using a game as part of the learning process. Some examples of GBL could be using monopoly to teach the basics of money management or playing scrabble to help improve vocabulary skills. However, today when people talk about game-based learning they are usually referring to digital game-based learning. Game-based learning teaches through repetition, failure and the accomplishment of goals which is basically the way players become good at video games.

What is Gamification?

In education gamification is the introduction of game-like elements into the learning environment to help motivate students and make the process more engaging. This is accomplished by taking some of the elements that make games fun and that motivate people to keep playing and using those elements in a learning situation. Some examples of gamification include:

  • Points/Badges : The use of points and badges provides tangible evidence of accomplishment
  • Immediate Feedback: Fast response to actions that are taken rather than waiting for a paper to be graded.
  • Levels/Quests: Provide missions and goals to be accomplished
  • Leveling Up: Indication of achievement and opening up of new missions, badges and activities
  • Collaboration/Teamwork: Accomplish a goal working with others

Although gamification involves using elements from games it doesn’t necessarily include playing games.

Benefits of Gamification and Game-Based Learning

Game-based learning and gamification have been around for a number of years at the elementary and high school level. More recently it has been making its way into higher education as it offers a number of benefits to students:

  • Increased engagement: One of the most touted benefits of gamification is that it increases student engagement. Studies have shown that adding game-like features in non-game context increases student engagement. Increasing engagement also leads to greater retention as students relate better to material through practice rather than just reading or listening to a lecture.
  • Instant feedback: Receiving feedback immediately through dashboards and leaderboards tends to motivate students. They can view how they perform relative to their peers, which will often motivate them to retry tests and activities to achieve a better ranking. It also provides motivation to move ahead to further lessons.
  • Collaboration/Social Connection: For some students it isn’t easy to create connections with others in their class. Gamifying classes helps promote social interaction and encourages students to work together. Team competition is an excellent way to promote student collaboration.
  • Increase enthusiasm: For some students just learning is enough to generate enthusiasm but for many that is not the case. Gamification helps to generate more enthusiasm in students through badges and other types of rewards. It makes the learning process more fun for them.

Disadvantages of Gamification and Game-Based Learning

Gamification isn’t the perfect solution to every learning situation and there are some disadvantages.

  • Shortened attention spans: In some students the fast pace and immediate feedback can shorten attention span. It can also lead to discouragement with other parts of the student’s education that don’t provide that pace and feedback.
  • All about the competition: Students can become enamored with the competitive aspects of gamification and GBL and it becomes more about winning than learning.
  • Some students won’t be motivated: There will be some students that simply aren’t motivated by the gamification of learning. They may have some misconceptions about the process that prevent them from responding well to GBL. Other students may dislike the competitive nature of some aspects of gamification.

The gamification of a class or course doesn’t ensure it will be successful. How gamification is introduced will determine the type of impact that it has.

Gamified Education Online

Gamified education courses have already been introduced with great success online. Gamification and game-based learning work especially well with online education. The following are some examples of popular eLearning sites that use gamification successfully:

  • Duolingo: Duolingo is a language learning website with over 300 million users. They teach 22 different languages and use gamification in every lesson to make learning a new language fun.
  • Khan Academy: Khan Academy is a well known educational website for match, science and other subjects that use gamification to encourage and motivate students. Each answer is immediately scored and points are given if correct. Badges are also awarded
  • TedEd: TedEd provides all types of videos that are both entertaining and educational. They also have a web app that allows users to make their own video lessons that are actionable.

There are all kinds of game-based learning tools and gamification platforms available to educators now. Without a doubt this seems to be the wave of the future in education.

 Author’s Bio: Mary Colbert is a huge fan of gaming in general. Not only is she fond of gaming as a form of entertainment, she is a firm believer in the educational benefits of playing games.

Reference herein to any specific commercial products, process, or service by trade name, trademark, manufacturer, or otherwise, does not constitute or imply an endorsement, recommendation, or favoring by Touro College.

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