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Gamification in education is the use of gaming elements in a non-gaming situation by applying video game rules, mechanics and conventions to classroom procedures that are not normally associated with gaming. The addition of game elements in classroom activities is thought to improve student commitment, engagement and motivation by transforming the lesson into an exciting experience where students compete with themselves and others. An educator may employ point systems, badges and leader boards to current lessons to help achieve curricular or behavioral objectives.

 

Gamification

Digital gamification is an emerging market in education. Gamification has been effectively employed in many other sectors such as marketing, business, health, science, defense and engineering. The FitBit, NikeID, KOBO Reading Life and Zeroemissions by Nissan are all examples of how companies outside of the education system have applied gamification ideology to their products. The online game called Foldit, is a game that sovels puzzles for science. Interestingly enough, gamers playing the protein-folding game, helped unlock the structure of AIDS.

 

 

Educators are beginning to employ game elements into their classroom. Below are some examples of gamification software/products that are currently being used by K-12 educators and schools.

Badges

 

Virtual Reward System are replacing physical rewards in the classroom as they are more affordable. This type of reward system benefits individual learning and personal development by increasing the student’s confidence and acknowledging incremental goals. The Khan Academy is an excellent example of an educational website that uses a badge system to reward students of their achievements.  

Badgeville

Badgeville

Mozilla Open Badges

Mozilla Open Badges

Class Dojo: Badges

Class Dojo: Badges

Kahoot: Gamifying Assessment

Kahoot: Gamifying Assessment

Socrative: Gamifying Assessment

Socrative: Gamifying Assessment

Flipquiz: Gamifying Assessment

Flipquiz: Gamifying Assessment

Classcraft: Gamifying Your Class

Classcraft: Gamifying Your Class

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UBC Masters of Educational Technology

ETEC 522  Fall 2015

Catherine Steeves, Christie Hui, Roma Kohutiak,

Brittany Reid, Craig Brumwell

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