Gaming has always been an explored method for educators to help increase “student engagement and motivation,” and rightfully so when there are millions of people who game an average of 45 hours a week! Engagement is the key to “successful learning,” and games have the ability to keep players’ attention for hours through rewards and incentives that encourage specific behavior.
Participation is rewarded in gaming and being able to see potential achievements (in the form of things like badges) gives users the incentive to try to move on to the next level. Gamification also encourages healthy competition amongst peers. Players get the chance to be proud of their achievements and they also get motiviate to do better and achieve more.
An article by Techonomy, by David DeHaven, discusses gaming in education further.
Gaming as a Teaching Model
- Game rewards recognize incremental progress, not just the final goal.
If gaming offers an opportunity to create more motivated students and help educators meet more learning outcomes, then it’s clear that there is certainly room in the classroom for some form of gamification. Read more about gamification and an experiment in at Kaplan University here. What are your thoughts on gamification and education?