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Gamification in Education
Home Gamification in Education

Why is Gamification in Education so Important and SO Effective?

by Martin Himmelstein, 2024

As a response to traditional lecture-style learning, gamification has emerged to respond to low information retention and high disengagement from learners.

What we know from the research is that current teaching methods do not optimize new technology, which allows for a deeper understanding of subjects with increased efficiency.

The solution for high engagement and better results is right in front of us - gamification. It serves as an interactive learning method that applies games and game-like scenarios to practical issues and topics.

This use of new educational technology, or EdTech, allows learners to be active participants in the learning process instead of passively listening and trying to absorb information.

The ability to engage an audience and efficiently and effectively integrate information creates a learning environment where effort and understanding are rewarded, milestones and collaboration are commonly present, adding educational depth.

Active and interactive learning are terms given to a style of learning where learner engagement is essential. Active learners are encouraged to learn by thinking, discussing, investigating, and creating. All of which can be transitioned or converted into a game-like format.

The focus of learning is shifted away from the instructor, and towards the learner who is an active participant. Active learning also does not need to abandon the lecture format, instead makes lectures more effective by incorporating games in-between segments.

Group discussions, case studies, and problem-solving exercises/games are all examples of incorporation of active learning. Games that require collaboration and/or critical thinking also encourage individual exploration of topics and prompt further research/interest. Interactive learning also requires learner participation, while emphasizing collaboration.

Discovering context, creating a challenge or activity, and then providing feedback are game-like components of interactive learning. The learner interacting with the content, their instructor/speaker, and then with other learners are also components of interactive learning. Harvard Physics Professor Eric Mazur in a conference stated “Active learning, not passive [learning] makes it impossible to sleep through a class” (Harvard Graduate School of Education 2014).

Other gamified elements of interactive learning could include questions and polls where learners can commit to an answer with reasoning behind it. Online forums, discussion board, even discords could be gamified into informative workshops or interactive seminars.

Gamification in general increases engagement and understanding. Comprehension can easily be tracked via milestones, achievements, progress, badges, etc. There are many overlapping similarities between gaming and learning, such as exploration (that of a new topic or subject), objectives, awards, social collaboration, and deadlines/time limits.

An incentivized learning process encourages independent interest and efficient understanding. Collaboration can easily be implemented as well. Because of more effective learning, content can have a wider time range as well. From short form content and games to longer activities and informative labs.

Gamification increases learner engagement and understanding of subjects. As multiple learning styles can be implemented, fear of failure is reduced, and ownership of learning is assumed.

Extending even further than education, gamification has been developed in marketing, politics, health, and fitness. Gamification as a whole is parallel with a central idea of progression. Early examples stem from the badges given in 1908 by the Boy Scouts of America to their Boy Scouts when they complete specific milestones or tasks; to AAdvantage, a gamified program started in 1981 by American Airlines that incentivizes customers to take flights to earn rewards miles which can be used for more flights, upgrades, vacations, car rentals, and hotels.

The concept of progression fueled by rewards can be used to keep an audience engaged when they otherwise would not be. Gamification could become a vital tool for creating sustainable education through improving motivation and performance, as well as an instrument used to influence people's behavior.

As well as an intuitive tool, gamification is a rapidly growing market. In 2021 the value of global gamification exceeded $10.5 billion, the number is estimated to massively jump to $96.8 billion by 2030. In North America alone, sole valuation was $3.8 billion in 2021.

Specifically, how can the nonprofit sector benefit?:

As evidenced above, short-form interactive content is the most effective medium and when aligned with social causes, community, and international needs, much more engagement is forthcoming from an already game-savvy generation emerging as a powerhouse in the nonprofit sector.

Backed by social media and the storytelling emergence within TikTok, Instagram, YouTube and others, the ability to create interaction, determine engagement, and promote messages, the combination with gamified learning in the nonprofit sector is set to explode.

Quotes

Teachers College Columbia University

  • Gamification reduces fear of failure, assumption of new viewpoints, assumes ownership of learning
  • Beneficially takes into account multiple learning styles
  • Has found its way into marketing, politics, health, and fitness. Used as a clever way to promote businesses and products
  • Already a multi-billion dollar industry
  • People envision a future where everything in daily life could become gamified
  • Gamification in education brings out the value of extended practice and develops persistence, creativity, and resilience. Attempts to harness the motivational power of games and apply it to real-world problems.
  • Develop new frameworks for understanding curriculums, motivate students to participate more deeply, and change their learning concepts.
  • Guides players through the master process and keeps them engaged with potentially difficult tasks.
  • Evokes emotions, from curiosity to frustration to joy, provides many positive emotional experiences, and helps players persist through negative emotional experiences.

Benefits of Gamification

  • Used to engage customers. An example would be the 1896 company Sperry and Hutchinson Co. which gave green stamps to customers after spending a certain amount, then they would have select goods which could only be purchased using green stamps.
  • Boy Scouts of America introduced the badge system in 1908, an early example of gamification.
  • American Airlines introduced Advantage in 1981, a frequent flier program that gamified customer loyalty.
  • First gamification summit held in 2011 in San Fransisco.
  • Gamification is a great tool used to influence people's behavior.
  • In 2019 the total value of global gamification was $6.33 Billion, expected to be $37 billion by 2027. In 2021 the value exceeded $10.5 billion, estimated the number will jump to $96.8 billion by 2030. North American 2021 sole valuation was $3.8 billion.
  • Could be considered a vital tool for creating sustainable higher educational institutions through improving motivation and performance.
  • Effective marketing tool for companies that want to involve their customers and increase engagement.
  • One of the most significant gamification benefits is increased participation, the user feels more in control, and exploration is encouraged.
  • Fixes boredom, which is the most common problem that educators or speakers face.
  • Can be applied to multiple industries, even courses.
  • Information is retained by emphasizing problem-solving/goal-setting.
  • Gets people engaged which is needed in the nonprofit sector.
  • Dmitri Mendeleev, the creator of the periodic table of elements used gamification to create his table. An avid card player, he listed each element and other information on a card and placed them face up on a table. By doing this he was able to have a better grasp on the relationship of each element, leading to him publishing his findings.
  • Not the most successful student growing up, Mendeleev became a historical figure through gamification.
  • Scientists have found game-like environments to increase the engagement and productivity of students.
  • Not limited to the classroom.

Why Are You Still Using Powerpoint?

  • A 2005 study in Teaching and Learning in Medicine found there are no differences in short- or long-term retention of material with PowerPoint slides.
  • When the brain tries to simultaneously process multiple versions of the same message, it creates confusion.
  • Speaking to slides with less information makes content harder to remember.
  • Constricts discussion.
  • Comments are usually delayed until the final “Questions?” slide. The built-in assumption is that the PowerPoint contains everything the audience already needs to know.
  • Because they are often accompanied by handouts, audiences are discouraged from taking notes which increases retention.
  • Introducing information into meetings like briefing documents, whiteboards, and workbooks, tends to encourage note-taking and therefore increases both understanding and retention.