Concept
Gamification can be used as a pedagogical method in a variety of contexts, with the aim of motivating and engaging participants in learning activities and increasing their enjoyment of them. The intentional use of gamification elements (game design, such as leaderboards, objectives, points and other combinations), digital or non-digital games or simulations as a means of learning can have a positive impact on students' performance, attendance, goal orientation and attitude towards learning. According to current studies, technology-assisted gamification activities increase the learning curve (Kayımbaşıoğlu et al., 2016).
The principles behind this teaching method are based on the assumption that games are a useful way of boosting the learning process, making it more engaging and interactive. It is important to remember that gamification must be incorporated in a way that integrates the curriculum content, providing an educational experience that balances challenge and fun.
Underlying principles
- It integrates games (digital or non-digital) and simulations of real or near-real situations to promote learning.
- Promotes active learning by students who are more motivated and involved in the learning process.
- Facilitates autonomous learning, as it allows students to access content at any time, encouraging independent study.
- It favours immediate feedback, which allows students to better understand the content as they can quickly identify and correct errors.
Advantages
Increases motivation / engagement
Gamification uses playful elements such as leaderboards, levels and objectives to engage and motivate students, which creates a sense of competition and progress, keeping students engaged in the learning process.
Stimulates learning
Gamification makes the learning process more engaging and challenging, boosting understanding of content.
Promotes interaction
Gamification fosters interaction between students, favouring the creation of learning communities.
Develops competences
Gamification enhances the development of skills such as creativity, problem-solving, teamwork and critical thinking.
Improves learning outcomes
Gamification employs playful and interactive elements that make learning activities more attractive and motivating, resulting in notable improvements in students' academic performance.
Stages
Preparation stages
For gamification to work as a teaching method, it needs structured planning.
- Clear definition of objectives and expected learning outcomes taking into account the profile, characteristics, interests and knowledge levels of the students;
- Careful choice of gamified elements (points, challenges, rewards, time limits, feedback and difficulty levels) aligned with the objectives/learning outcomes and the characteristics of the students;
- Informed choice or creation of a technological solution that supports gamification, ensuring that experimental procedures are carried out with a sample group to assess the effectiveness of gamification, which may or may not result in adjustments being made to improve the experience.
Implementation Stages
- Explain precisely the purpose of the activity and the results the students are expected to achieve.
- Form teams that work together to overcome challenges and achieve goals.
- Introduce the rules of the game and create an engaging environment.
- Monitoring the activity (continuous assessment/feedback), using feedback to identify problems or points for improvement. helping students to understand the content and develop competences.
- Carry out the summative assessment at the end of the gamification process.
Resources
Resources for teachers
- Zichermann, G. (2010). Fun is the Future: Mastering gamification
- Audience polls tools:
References
- Andrade, S. I., Favoreto, J. F., & de Oliveira, A. T. A gamificação como aliada ao processo de aprendizagem em curso técnico profissionalizante.
- A., Domínguez, J., Saenz-de-Navarrete, L.de-Marcos, L., Fernández-Sanz, C., Pagés, J., - Javier Martínez-Herráiz, Gamifying learning experiences: Practical implications and outcomes, Computers & Education, Volume 63, 2013, Pages 380-392, ISSN 0360-1315.
- Educause learning initiative - things you should know about…™ gamification (2011).
- Fragelli, T. B. O. (2018). Gamificação como um processo de mudança no estilo de ensino aprendizagem no ensino superior: um relato de experiência. Revista Internacional de Educação Superior, 4(1), Campinas, SP, v. 4, n. 1, p. 221–233, 2018. DOI: 10.22348/riesup.v4i1.8650843.
- Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & education, 80, 152-161.
- Kayımbaşıoğlu, D. & Oktekin, B. & Haci, H.. (2016). Integration of Gamification Technology In Education. Procedia Computer Science. 102. 10.1016/j.procs.2016.09.460.
- Martí-Parreño, J., Seguí-Mas,D., & Seguí-Mas, E,.(2016). Teachers’ Attitude towards and Actual Use of Gamification, Procedia - Social and Behavioral Sciences, Volume 228, Pages 682-688, ISSN 1877-0428. Doi: https://doi.org/10.1016/j.sbspro.2016.07.104.
- Ortiz Rojas, M. E., Chiluiza, K., & Valcke, M. (2016). Gamification in higher education and stem: A systematic review of literature. In 8th International Conference on Education and New Learning Technologies (EDULEARN) (pp. 6548-6558). Iated-int Assoc Technology Education A& Development.
- Wiggins, B.. (2016). An Overview and Study on the Use of Games, Simulations, and Gamification in Higher Education. International Journal of Game-Based Learning. 6. 18-29. 10.4018/IJGBL.2016010102. Yang, J. C., Chien, K. H., & Liu, T. C. (2012).
- A digital game-based learning system for energy education: An energy conservation pet. The Turkish Online Journal of Educational Technology, 11(2), 27–37.