Gamification is a type of game-like activity that can be used in the classroom to make activities more enjoyable. For instance, if you’ve ever earned rewards points for completing a certain task, you might be able to use this method to improve the quality of your education. Aside from being used in marketing campaigns and productivity apps, gamification can also be used in the classroom to improve the quality of education.
Early studies have shown that gamification can help improve the quality of education by increasing students’ positive attitudes toward certain subjects. It can also reduce disruptive behavior in the classroom. In this blog, we’ll talk about the various aspects of gamification in the classroom and provide a breakdown of how it can be used in the classroom. We’ll also discuss how it can be used in curriculum mapping and lesson planning.
How it Works
Gamification is a type of game-like activity that can be used in the classroom to make activities more enjoyable. According to the concept of gamification, playing games can provide a fun and engaging experience for the participants. It can also help improve learning outcomes by increasing students’ positive attitudes toward certain subjects.
Unlike game-based learning, which encourages students to play games to improve their education, gamification is focused on taking the features of games and applying them to other learning activities.
Although it may seem like a fad, gamification has been used in education for a long time. For instance, the Girl Scouts and the Boy Scouts of America have long been known for rewarding members for their skills and knowledge.
Gamification and Tech
In 2021, the technological advancements that have occurred in the classroom have allowed teachers to implement new approaches to improve the quality of education. There are a variety of platforms and apps that are designed to help teachers implement gamification in their lessons. As the practice continues to grow, there’s a growing list of teaching ideas that are related to it.
Paul Anderson, a biology teacher, invited his students to play a couple of Angry Birds games before class started. He noticed that some of them would fail while others would attempt to reach a certain level. He then asked his students to solve the game’s problems by taking turns. This inspired the application of similar concepts in lesson plans.
The goal of gamification is to turn the various benefits of games into an engaging and effective learning experience for students.