Educational technologyLesson 4 of 4 in the course Instructional design models

Educational Gamification: Design, Evidence, and Inclusive Practice

5 flashcards · 5 quiz questions · 5 match pairs · 5 fill-in sentences · English

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Summary

Gamification uses selected features of games to support learning in settings that are not themselves games. This lesson introduces the purpose of gamification, distinguishes its two main approaches, and explains how a thoughtful combination of game elements can sustain participation.

Gamification is the use of game elements and design principles in a non-game context to influence behavior. In education, it aims to attract learners' attention, increase engagement, and encourage continued participation in learning activities. It is not simply the act of playing any game in class: the elements should help learners work toward meaningful educational goals.

All flashcards

What is gamification of learning?
Using game elements and design principles in a non-game learning context to influence behavior and support educational goals.
What is a serious game?
A game intentionally developed with educational objectives integrated into its gameplay.
What is structural gamification?
Adding game-like features to existing learning activities while leaving their core instructional content unchanged.
Which elements can support learning through gamification?
Examples include progress mechanics, narrative, choice, immediate feedback, collaboration, scaffolded challenges, and social connection.
Why may points and badges alone be insufficient?
They may not address other motivators, such as meaningful choice, feedback, collaboration, and appropriately challenging tasks.

Quiz questions

  1. What is gamification in an educational context?Answer: Using game elements and design principles in non-game learning to influence behavior and support engagement.
  2. What distinguishes a serious game from structural gamification?Answer: A serious game integrates learning goals into gameplay; structural gamification adds features around existing activities.
  3. Who coined the term “gamification” in 2002?Answer: Nick Pelling, a British computer programmer.
  4. Why might points and badges alone fail to sustain learning engagement?Answer: They may not address other motivators, such as meaningful choice, feedback, challenge, and social connection.
  5. What is a responsible conclusion from research showing positive average effects of gamification on learning?Answer: Average benefits are promising, but results can vary by design, learner, subject, and outcome.

Based on the Wikipedia article Gamification of learning, licensed CC BY-SA 4.0. Adapted into a summary, flashcards and quizzes.

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