Professional Documents
Culture Documents
Gamification in Education
Jessica Stansel
of applying game mechanics to a non-game environment. (Dicheva, Dichey, Agre, & Angelova,
2015). In an educational setting, the goal of gamification is to support learning and promote
student engagement and motivation. Although gamification has been used for some time in
business, marketing, and other areas, it is relatively new in the area of education. The interest in
gamification has resulted in research aimed at evaluating its effectiveness, as well as awareness
gamification is using game mechanics in a lesson or course, in game-based learning the player
achieves certain learning objectives in the course of playing a game. (Herro & Clark, 2016, p.
17). A very early example of this type of game is Oregon Trail, which taught students about a
specific historical period via gameplay. These games can be highly engaging for students and
therefore a good way to teach certain objectives. However, they are usually limited in their
learning objectives and are costly or difficult to create. (Kim, Song, Lockee, & Burton, 2018).
Gamification has been used successfully outside of education for some time. Frequent
flyer rewards and loyalty programs are both examples where customers are rewarded for
reaching certain goals. (Kim, Song, Lockee, & Burton, 2018). Within the area of education,
interest in gamification has been growing steadily, with research summits and increased funding
going toward gamification projects. (Buckley & Doyle, 2016). Several research hubs have also
been founded to investigate the use of gamification in learning, including the Center for Games
& Impact at Arizona State University and the Education Arcade at MIT. (Herro & Clark, 2016).
There are several existing theories related to education that can be incorporated into a
gamified learning context. Likely the most referenced is motivation theory, and its two types of
GAMIFICATION 3
desire to learn the material and interest in process of learning itself, while extrinsic motivation is
the motivation to complete a task in order to receive a later reward, for example a good grade.
(Buckley & Doyle, 2016). Gamification can be used to increase both. Intrinsic motivation can be
motivation that is more visible in gamified settings, with the use of game mechanics such as
points and badges used to reward learners for accomplishing set tasks or goals.
multiple forms: positive and negative, immediate and delayed. While both positive and negative
feedback have been shown to change behavior and performance, positive feedback generally has
more lasting effects. Immediate feedback is also more effective than delayed feedback. One of
the often cited benefits of gamified learning is that feedback can be provided immediately to
students. In order to be most effective, feedback should “correctly reflect students’ performance
and guide them to improve their performance.” (Kim, Song, Lockee, & Burton, 2018, p. 44).
Negative feedback is not helpful in improving performance if students do not know what they
missed and how to do better. Gamification can provide effective feedback, but it is critical that
the instructor or course designed is aware of the types of feedback that will be most beneficial
for their students. Other theories that can be used in gamified learning are self-determination
theory, social learning theory, and situated learning theory. (Kim, Song, Lockee, & Burton,
2018).
productivity and creativity, and motivate through incentives such as badges and rewards. (Herro
& Clark, 2016). However, “merely using game mechanics, like badges and points, should not be
GAMIFICATION 4
(Kim, Song, Lockee, & Burton, 2018, p. 28). While gamification can be an attractive means of
different components that make up a game. Buckley and Doyle identify four elements of games.
First, games have objective and specific rules that limit player behavior and choices. (2016).
Games also include reward systems such as points, badges, virtual currency, or prizes. Rewards
can also be used to track progress, for example after earning a certain amount of points the player
attains the next level. The third element of games are rapid feedback cycles, where players
receive immediate or nearly immediate feedback on their performance. Rapid feedback cycles
keep stakes low and can foster a positive relationship with failure. The final element is
can increase motivation in players as they compete against each other. (Buckley & Doyle, 2016).
There are several different theoretical frameworks that have been proposed for the
process of gamification in learning. The MDA framework proposed by Hunicke, LeBlanc, and
Zubek is comprised of mechanics, dynamics, and aesthetics. Mechanics are game elements such
as points and badges, dynamics are how the user interacts with the mechanics, and aesthetics are
“the feeling and emotions that the gamer can experience from playing a game.” (As cited in
Kim, Song, Lockee, & Burton, 2018, p. 59). Another model is proposed by Kim, Song, Lockee,
and Burton called the integrative gamification framework. (2018). The elements of the
integrative gamification framework are story, dynamics, mechanics, and technology. Story is
defined as the educational objectives and any related narratives. Dynamics are the fun
GAMIFICATION 5
experiences, whose purpose is to motivate students. Mechanics are game elements, and
technology is the software, hardware, and other pieces that allow the game to function.
There are varying ideas about what game elements are most effective when being
incorporated into a gamified lesson or course. Dicheva, Dichey, Agre, and Angelova recognize
“the most used gamification design principles in educational context [as] visual status, social
engagement, freedom of choice, freedom to fail, and rapid feedback.”(2015, p. 79) Another
study in 2012 “identified four specific characteristics present in game design and whose
feedback, progression, and storytelling.” (Wiggins, 2016, p. 21). While there is no set agreement
on what specific elements are optimal for gamified learning, it is clear that certain game elements
Kim, Song, Lockee, & Burton outline a five step process for implementing a gamified
course. First, it must be decided what type of game will be used. This could be software
accessed through computers, tablets, smartphones, or some other technology, or a physical game.
If using software, it must be integrated into any existing learning management systems. Next,
instructors must test the gamified content themselves in order to check that the learning
objectives are fulfilled and to be aware of the student experience. After this, the course is taught
to students. After its implementation, instructors should evaluate the effectiveness of the
gamified learning. Finally, any improvements that can be made are added to the course. (Kim,
When created a gamified learning environment, instructors and course designers have the
option of creating game elements themselves, or using an existing platform for gamified
learning. Gamification platforms are not always necessary, but can be convenient and reduce the
GAMIFICATION 6
time, cost, and risk involved in creating a gamified course. Some examples of these platforms
Possibly the most cited advantage of using gamification in education is an increase in the
motivation of students. Multiple studies have posited that gamification improves student
motivation and engagement, and a few have also shown improved self-efficacy and increased
student retention. (Kim, Song, Lockee, & Burton, 2018). Gamified courses are also believed to
promote higher levels of student engagement, because of the active learning and collaboration
Some research has also shown that gamified learning improves student success. One
study “showed that the students in gamified courses performed at least 7.2% better than the non-
gamified courses. College students in a gamified cell biology class performed 40% better than
the same lecture-based class” (Kim, Song, Lockee, & Burton, 2018, p. 35). Other studies have
also shown positive results, including a 2016 study by Buckley and Doyle.
app for learning languages. Users complete lessons in their chosen language, and are rewarded
with levels, badges, and virtual currency for completing various tasks and maintaining streaks,
where they log in consistently each day. (Kim, Song, Lockee, & Burton, 2018). Because this
example is outside of formal education, its popularity shows that users can be intrinsically
However, while several examples have shown that gamified learning can be beneficial, because
gamification is relatively new to education, more research is needed in this area to be certain of
the benefits.
GAMIFICATION 7
Although there can be many positive benefits from the use of gamification in learning,
there are also challenges and potential concerns. One potential issue is that for instructors just
starting to incorporate gamification into their courses, creating effective and appropriate
gamified lessons may be difficult. (Dicheva, Dichey, Agre, & Angelova, 2015). According to
Herro and Clark, “combining highly engaging game design with learning objectives is
challenging, [and] game development requires multiple competencies (not just content)” (2016,
p. 18). While most faculty are highly competent in their subject area and in traditional teaching
formats such as lecture, they may not have the skills required to create a gamified course. A
instruction with the course content. Using an existing gamification platform can also simplify
Another concern is the students themselves. Some students may be reluctant to move
from passive lectures to active learning. (Herro & Clark, 2016). In their study on effects of
motivation in a gamified lesson, Buckley and Doyle suggest that students who are accustomed to
traditional forms of assessment may not have as much intrinsic motivation in a gamified
environment. (2016, p. 1172). In the same study, some students reported that they disliked the
competition in the gamified course. The competition element of gamified learning is meant to
increase motivation by allowing learners to compare their performance with peers, so a potential
Instructors and course designers must also be careful not to prioritize receiving points or
other rewards as the primary goal for students. If the course focuses too much on earning points,
or awards them for too many non-meaningful behaviors, then students may no longer feel a sense
of accomplishment or learning. The learning objectives of the course are the primary goals, and
GAMIFICATION 8
points and other rewards should be used to help users visualize and track their progress, but there
should be intrinsic motivation for students as well. (Kim, Song, Lockee, & Burton, 2018, p. 114-
115).
Many gamified courses are delivered online, which brings its own concerns. Generally
students using websites or online platforms will create user accounts that may contain identifying
or personal information. Instructors and others with access to students’ personal information
must be aware of privacy issues and how the information is displayed, shared, and stored. For
example, when using leaderboards or other social elements in a course, instructors need to
consider what student information is displayed. (Kim, Song, Lockee, & Burton, 2018, p. 11).
more research is needed in order to evaluate its effectiveness in increasing student motivation,
participation, and engagement, and to determine what game elements are most effective in those
areas. Gamification must not be simply an insertion of game mechanics into an existing course
or lesson. Instructors and course designers must be aware of basic game principles, and use the
game mechanics in a way to support learning and motivate and engage students. Additional
It must also be taken into account that “digital media and games are novel areas of
research with few real experts,” and that therefore more training and resources need to be made
available if gamification in education is to grow. (Herro & Clark, 2016, p. 19). Because
collaboration between instructors, course designers, software developers, and others will be
required to reach the maximum potential in gamifying education. Despite these challenges, the
GAMIFICATION 9
potential advantages of gamification in learning mean that it will continue to be a growing area
of interest in education.
and strategies, specifically strategies meant to increase both intrinsic and extrinsic motivation.
(2016). However, Buckley and Doyle argue that “the meteoric rise to ubiquity of information
technology has fundamentally altered how individuals find, evaluate and use information and
knowledge” and that because of this, “the development of gamification can be seen as an
example of the continual renewal of educational practice.” (2016, p. 1171). Therefore, while the
theory and some methods behind gamification may be based on more traditional educational
strategies, the current process of gamification is a unique response to the current needs and
research and better understanding of how gamification can help students succeed has the
References
Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A
systematic mapping study. Journal of Educational Technology & Society, 18(3), 75-88.
Gupta, P. (2016, February 2). Tools, Tips & Resources Teachers Must Know to Learn About
insights/insights/2293-gamification-of-education
Herro, D., & Clark, R. (2016). An academic home for play: Games as unifying influences in
Kim, S., Song, K., Lockee, B., Burton, J. (2018). Gamification in learning and education: Enjoy
Wiggins, B. E. (2016). An overview and study on the use of games, simulations, and