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Gamification of A Science Classroom
Gamification of A Science Classroom
Donetha Meyers
May 7, 2023
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Abstract
Gamification is a tool that educators often use as a way to engage students in learning.
Science education and scientific literacy are subjects that require complex thinking and
scaffolding of ideas that can be difficult to achieve in normal classrooms. This literature
review aims to see if gamifying a science classroom can have benefits in the areas of
People between the ages of 15-19 spend almost an hour and half playing games
each day (Clement, 2022). This current generation is more plugged into technology
than ever before, and that is not necessarily a bad thing. In fact 73% of parents say that
gaming has had a positive influence on their children (Jovanovic, 2023). This large
upturn in the gaming industry (which includes more than just video games) has led to
specifically a science classroom, a good thing? This literature review will be analyzing
First let’s talk about what exactly gamification is and looks like. Gamification is a
technique that has been used in various industries to motivate and engage people in
different activities. Think of businesses that offer loyalty cards where customers can
earn free goods. They are motivating customers by offering a reward. Gamification of
education refers to the practice of incorporating game design elements and mechanics,
not just about incorporating video games into instruction. Techniques may include the
use of rewards, leaderboards, badges, points, levels, and challenges (Landers et al.,
2018, 315-316). These are things that are commonly found in video games and what
makes the games so popular. By adding these elements, educators aim to make
learning more enjoyable and interactive, thereby promoting higher levels of student
Science education is one of the fields that can benefit from gamification
science literacy.
Research Questions
The following questions were asked to help narrow the field of results for this review.
who are in need of those items? Third, is there scaffolding available in gamification?
Methods
For this literature review journal articles were searched for through two different
databases. The first database, University of Arkansas Fayetteville Library System, has
access to many different scholarly databases. The other database, Google Scholar,
has access to any journal on the internet. Terms used to search for the articles were:
When an educator talks about engagement they are talking about students willingly
putting time and effort into learning a topic (A & Lee, 2020, 94). Engagement is when
students have a high level of interest in an assignment, task, or project (Amaral et al.,
2018, 6.) Gamification is supposed to make learning more fun and engaging, which can
help students stay focused and motivated. Science can be a complex subject, and it
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may be challenging for students to stay motivated and interested in the material. Critics
of gamification in the classroom, such as the article by O’Neil et al, often say that there
is not enough empirical evidence to support the fact that it encourages motivation
(O'Neil et al., 2005, 468). Some studies also suggest that there is not a significant
module and those who were not (García-Iruela et al., 2020, 96834). In fact, gamification
has been called a virus and feeds into student addiction to games (Erenli, 2013, 20).
Gamification is not just about playing video games. There are other ways to gamify
achievements and progress, and motivates them to continue learning. For example,
students could receive badges for completing science-related tasks, such as conducting
experiments or completing research projects. This type of motivation has been found to
work in other areas of learning according to a study done with the online system Cogent
Student engagement leads to students taking responsibility for their learning. This
active learning helps students recall knowledge and helps educators keep control in a
process by providing them with immediate feedback and rewards for their efforts. This
can help students stay engaged and motivated throughout the lesson. When students
have been given a unit that has been gamified they have responded positively to
enjoying the content and wanting to learn more (Murillo-Zamorano et al., 2023, 11).
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When talking about gamifying a science classroom most minds will think of middle
school or high school classes. However, gamification can help in higher education
science as well. A study done on a pilot program in medical school showed a significant
One study done by A and Lee mapped out the pleasure that students felt while
playing games in class. The study modified the criteria PLEX for game design to
exclude things like cruelty and eroticism that is not appropriate for a school setting and
added others like visualization and team work to create PLLEX framework. They tested
their framework and found that different majors found different factors of gameplay
engaging. STEM majors were more interested when the game contained collaboration
as that is what they use outside the classroom (A & Lee, 2020, 100-115).
Another research study done by researchers in Spain and Brazil collected and
analyzed data from various sources about quiz games like Kahoot! and simulation
games like ProDec. It found that students stayed engaged for longer while playing the
games. Students were less likely to be distracted and willingly interacted with the
A website often used for gamification is Legends of Learning. This website is for
4th-8th math and science. It contains various types of games. Some games are lab
simulations, some are shooter or platform games that incorporate science questions
into the gameplay. Players can earn points to upgrade their avatar and go on special
missions to fight bad guys. Vanderbilt University conducted research of the same type
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of games to see if it really did help students. After conducting research it was found that
the type of platform Legends of Learning used raised student confidence in their
abilities. It also found that students who typically were off task during class were
engaged in the learning (Clark et al., 2017, 295). By incorporating game-like elements
into the classroom, students are more likely to enjoy the learning experience, which can
Modifications/supports
would also provide multiple learning opportunities since there can be multiple attempts
to master a task or concept. This could prove helpful to those students who need extra
practice or alternative ways of learning. Games and simulations can provide a safe
space for learners to experiment, take risks, and make mistakes without fear of failure
or judgment. This can be especially helpful for learners with disabilities who may feel
personalized learning experiences that can be tailored to the individual needs and
abilities of each learner. This can be particularly helpful for learners with disabilities who
Science education relies heavily on being able to see the diagrams, the data, the
graphs, and the lab equipment. This can make it difficult for students who are blind or
have low vision. A study conducted in Taiwan aimed to see if gamification could help
those students. The researchers used game based learning to teach about whale
learning between the group who had the game and the group who did not. It also
showed that the test group had significantly more discussion and peer interaction on the
Being able to read, collect and analyze research, and communicate results is also
necessary in science. Students with something like dyslexia may avoid reading. They
are more prone to interact with a device because that can provide clues in the form of
pictures and sounds that help those students decode meaning. That interaction
motivates those students to engage in their learning. Games also allow multiple
attempts without judgment. This provides a safe place where students feel able to
make mistakes and learn. An Iranian study showed that allowing students to use
gameplay helped them increase their literacy (Khaleghi et al., 2022, 12).
helped students with disabilities. It surveyed teachers about engagement and self
efficacy using regular direct teaching methods versus gamified teaching methods. The
study found that elements of gamification helped students with things such as ADHD
stay on task and engaged. It also found that students tried more since the the fear of
Another modification and support that is found in classrooms is that for gifted
students. Keeping gifted students engaged and challenged can be a difficult task.
There is a learning system called MobyMax that gamifies learning by providing rewards,
points, and levels. A study by 3 doctors was done to see how the platform fared with
gifted students. They assessed 4000 students and found that having a system such as
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MobyMax allowed gifted students to work at their own pace. As a result they were more
courses in software engineering in college are being used as a place to design gamified
courses to help students. An educational project of the Universidad Católica del Norte
The results were promising and will continue to be tested (Gasca-Hurtado et al., 2021,
391).
Scaffolding
Scaffolding is a teaching strategy that involves breaking down complex tasks into
smaller, more manageable steps and providing support and guidance to learners as
they gradually gain proficiency. Vygotksy, an educational theorist, created the concept
of scaffolding because he believed that social interaction was the basis of how people
learn (Kurt, 2020). Gamification can be an effective tool for promoting scaffolding in a
classroom.
them to quickly identify areas where they need improvement and adjust their approach
accordingly. This feedback can help learners progress through complex tasks step-by-
step, providing scaffolding along the way. Gamification can also provide learners with
challenges that are appropriate for their level of proficiency, gradually increasing in
difficulty as they gain proficiency. This provides scaffolding by breaking down complex
tasks into manageable steps, allowing learners to build on their skills over time (Morris
An important part of learning in science is being able to understand how the world
study by Barab et al was done on a simulation game to help students understand water
quality. Information was given slowly and students had to build hypotheses and
knowledge based on pieces of information they were given previously. The study
compared results from those who just read the information textually and those who
received the information in a more gamified, hands on way. It was found that those who
were given the information in a way that was scaffolded and framed in the context of
gameplay had a better working knowledge of water quality (Barab et al., 2009, 314-
317).
Mallas and Xenos designed a game to help professors teach about creating
compete to create a diagram that matches the professors. Students can manipulate the
diagram, including an undo button, until they have it correct (Mallas & Xenos, 2019, 3-
5). This type of learning fits into the scaffolding model because students are starting
with simple diagrams and working their way up. They are able to modify their mistakes
and keep trying until they get it right. The developers plan to continue modifying the
game, adding leaderboards, sounds, and various other strategies to make it even more
game-like
Collaboration is another form of scaffolding. This allows students to learn from each
other with support and guidance as they work through complex tasks. Mad City
Mystery is an augmented reality game about toxic spills. The developers created the
game precisely to foster collaboration and scaffold scientific thinking for students.
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Students take on professional roles and no one player gets all the information required
to solve the mystery. They must rely on each other and communicate their findings to
each other (Squire & Jan, 2007, 5-29). This sort of collaboration gives each student
small manageable chunks of information that they can build on as they talk and play
As Gee states in his book What Video Games Have to Teach Us About Learning
and Literacy, good video games have a tutorial section that feels like game play (Gee,
2004, 115-116). Players may not realize they are learning the game mechanics and
back story because it is done in a fun way. These mechanics are scaffolding the
learning for the player. Small chunks of information are built upon once mastered. That
knowledge and schema. It can be difficult to do. Games such as the one developed by
Klopfer and Squire can be helpful in that way. Students start with a small world of
knowledge and through gameplay it widens. They build strategies and when they fail,
they try something else. Klopfer and Squire found that their game encouraged this in
Scientific Literacy
Educators claim that gamifying a classroom can be a powerful tool for promoting
scientific literacy among students. Scientific literacy is mainly about critical thinking. It is
the ability to look at a problem, form a hypothesis about what is wrong and create a plan
to fix it. If the solution fails, then scientific literacy assures that a person rethinks their
strategy and tries again. Adaptability and communication are also factors in scientific
Scientific literacy is important not only in schools, but also in the workplace and as a
global citizen. Being able to problem solve, communicate effectively, and being
adaptable are all high on the list of what employers look for when hiring someone
(Indeed Editorial Team, 2023). None of these skills come naturally to people. They
video games and gamification is one way to ensure that these skills are learned before
students are out in the workforce and there are multiple ways that games do this:
science content specific, science process specific, and games that are not necessarily
science related but advocate use of skills and attitudes needed for scientific literacy
Using serious educational games (SEG) is often the way that educators promote
scientific literacy in a gamified classroom. In North Carolina there was a SEG game
that started out in a museum and then was studied as it was used in classrooms. The
game taught brain structure and function, how methamphetamines affect the brain, and
the drawbacks to their usage. The study found that there was a significant increase in
student knowledge of the brain and the effects of meth after playing through the game.
However no follow up was done to see if there was a long term increase in knowledge
A study done by Clark et al aimed to look at the three different types of games
(content specific, process specific, and skill/attitude specific) to see if they did, indeed,
promote knowledge and which type of game garnered the highest result. The analysis
showed that there was an increase in knowledge and engagement with all three types
of games. Those games that were content specific showed highest results when
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knowledge with a game called The ECOn+Star Battles. In this game students went
through 5 levels of increasing difficulty as teams and could earn star badges (white
dwarf, supernova, etc). After performing data analysis on their results the researchers
found that there was a direct and positive impact on the knowledge of the students who
played the game versus those who did not (Murillo-Zamorano et al., 2023, 11-12).
Literacy, even scientific literacy, has become increasing multimodal (Gee, 2004, 14).
This means that students need to be able to understand not just text and vocabulary,
but also diagrams, charts, sounds, music, and many other forms of communication. A
study done in a middle school classroom found that through using a platform called 3D
GameLab students were able to come in contact and manipulate many different forms
of literacy. This led to students feeling more self confident in their learning and tests
showed that they learned the content on a deeper level (Kingsley & Grabner-Hagen,
2015, 55-60).
Skill practicing is also an important part of becoming scientifically literate. This can
be done within games that also contain science content or in games that are not
science driven but require those same types of skills. Games such as Mad City Mystery
is a game that has scientific content, but mostly focuses on the skill aspect. As stated
previously this game is an augmented reality game that focuses on toxic waste spills.
The game's focus is mainly to teach scientific argumentation, a skill that is difficult to
teach in a traditional classroom. The study done on the game found that this game
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helped develop those skills in a meaningful way that students carried with them (Squire
Many, many games abound that are not science content related, but still require
using skills needed for scientific literacy. Games like Pirates require group
communication and cooperation. MAD Countdown and Majestic are games that require
creating hypotheses, problem solving, and working through puzzles (Klopfer & Squire,
2008, 205-206). Even current popular games like Minecraft, Fortnite, and Call of Duty
depend on these scientific skills. Using and practicing these skills outside the
classroom helps students become more proficient when these skills are needed for
scientific thinking.
Conclusion
scientific literacy. It can also be used to scaffold information for students, making it
more accessible. Making it more accessible also helps with modifying the learning for
students who need it. For further study it may be effective if more research was
conducted to see if gamification helps in the long term with student retention of
knowledge. Another field of research that should be looked into is if virtual learning
results (Kalogiannakis et al., 2021, 25). Overall, it is found that gamification can be an
incorporating game design elements into educational environments, educators can help
learners to develop the skills and knowledge they need to succeed in today's fast-paced
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and constantly changing world (Ridlo et al., 2022, 680). It can provide learners with the
support, guidance, and motivation they need to progress through complex tasks step-
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