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.
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.