Gamification

PURPOSE

To motivate students by using game design and game elements in learning environments.  

DESCRIPTION

Integrate game elements and/or game design in lecture material to support students’ enjoyment in the classroom. 

UNDERLYING EDUCATIONAL THEORIES

gamification, team-based learning, collaborative learning 

PEDAGOGICAL BENEFITS 

  • Increasing students’ engagement and enjoyment in the classroom can inspire them to continue learning or seeking learning opportunities 
  • Motivating students to “play” with material can move them to engage and explore more deeply. 
  • Gamifying the lesson plan can support team-based, collaborative learning activities, which are associated with stronger learning outcomes. 

STRATEGIES FOR IMPLEMENTATION 

  1. In developing the lesson plan, identify key takeaways in the material. Use these as guides for finding natural points in the lecture that might support game elements. 
  2. Consider whether the game elements will be individual or team-based. Consider the size of the teams and the amount of time that should be spent in play in the classroom. 
  3. Consider various ways to implement your game elements or design. For example, will you have one activity at a designated point in the session, or step-based activities occurring throughout? 
  4. Designate time for students to reflect on their learning. Plan to prompt them into reflection and consider drawing the class together for group discussion. 

REFERENCES AND FURTHER READING 

Alhammad, M. M., & Moreno, A. M. (2018). Gamification in software engineering education: A systematic mapping. Journal of Systems and Software, 141, 131-150.