Gamifying Education

A How-to Guide for Getting Started

What is "Gamification?" How does that relate to teaching? What can it do for my class?

"Gamification" is the process of using elements of game design, mechanics, and features to achieve a non-game related task. It has been used in libraries, business, and other settings to engage learners and trainees in information acquiry. In classrooms, it can be used strategically to ease the burden of grading, to motivate students, and boost classroom student collaboration.

Elements of Gamification

Benefits of Gamifying the Classroom

  • More engaging than traditional framework.
  • Clearly defined, task-related goals help students connect transferable skills.
  • Consistent word choice and vocabulary + badges/achievements for accomplishments = students build confidence/skill through practice and visual feedback.

References

Designing Gamification in the Right Way. (2015). Library Technology Reports, 51(2), 29-35.

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

Extra Credits: Gamifying Education (2012, April 13). Retrieved April 02, 2016, from https://www.youtube.com/watch?v=MuDLw1zIc94

Game Mechanics, Dynamics, and Aesthetics. (2015). Library Technology Reports, 51(2), 17-19.


Gamification in Education and Libraries. (2015). Library Technology Reports, 51(2), 20-28.

Inspiration for My Plan

Extra Credits: Gamifying Education