What is it?
Gamification refers to using game elements in non-game situations. It’s about using the same elements we find in games to engage students in content. Proceed with caution as gamification has been known to increase student engagement, bring joy to classroom, and make kids smile. Gamification takes the critical elements of games and wraps them in a narrative in which kids are excited about participating. Traditional learning is transformed in a gamified classroom, and students have a new passion for school and learning.
Why do I need to do it?
Narrative: All gamified lessons should center around a storyline or a mission to complete. When creating narratives, think about interests in students lives. Think pop culture, sports, and other hobbies relevant to your students. Take whatever content or practice you had planned to use and build a story or purpose around it.
Collaboration: In gamification, collaboration is critical. Build narratives around students working in small groups that each person has to contribute to in order to complete the game. Alternatively, narratives could be developed that require individuals to rely on their classmates in order to move on to the next level.
Obstacles: When developing games, challenges are a must. We have to create a game that scaffolds to the level of student development. A game built with no challenges or obstacles will seem boring to students causing the students to lose interest quickly. On the flip side, creating obstacles that are too challenging will in turn cause students to give up early on.
Goal: All games must have an end goal in mind. When thinking about the goal in this context, we are thinking about the end goal of the game, such as solving the mystery or creating a solution to a problem created in the narrative. Your content goals should be achieved through the storyline.
Competition: Games should be built with some hint of competition. This competition can be student to student, team vs. team, class vs. class, or student vs their best time or highest score.
Success: Games are built with levels of completion before the finale. Incremental levels of success are important. They can create opportunities for student mastery throughout the game and create an environment where failure is acceptable as long as retries eventually get you to mastery.
What things should I consider in implementation?
The Real Change: "These two gaming features really get at the heart of why kids learn games so well. First, you have to move toward making the class move at the rate that the student needs. Next, you must take away the stigma and end-all-processes of failing. Gamers always get the exact time that they need on a level. Their tasks might be timed, but they can stay on a level as long as they need to until they master it. Isn’t mastery what we are truly look for? The gaming mindset is “you will succeed when you master this level.” It’s never “you failed this lower level. Good luck on the more difficult level.” --Adam Renfro on Getting Smart
Leaderboards: Leaderboards can be a great way to visualize successes. Creating experiences with game-like elements does not require the use of a leaderboard, but it can be helpful and engaging. With that being said, there are some definite considerations. According to Adam Renfro when discussing the competition element of gamification, “Gamers are either trying to beat the game itself or beat others playing the game. Beating the game itself encourages cooperation and collaboration. (Choose that one.)” We totally agree. Try not to let leaderboards get out of control. They shouldn’t pit kids against each other in a way that some kids never have a chance. You don’t want leaderboard scores tied to grades or achievement either (FERPA!). Consider using leaderboards with groups instead of individuals. Perhaps, a leaderboard could show students technology chops from a badge count. Or maybe it shows progress on tasks related to perseverance and grit. Some great things here, but be cautious.
Failure: Ensure that failure is built into your game. Gamification is a great way to help develop a growth mindset in students. With failure, creating learning opportunities and resources for student success is crucial. Make them fail then try again. Give them the opportunities to “beat their times” on things. Use this aspect to really shift culture rather than demonizing failure.
The Real Impact on Learning
Our students are born and raised in a technology-rich world. Our students are engaged now from the moment they wake up until their eyes close at night. The traditional classroom bores our students. A bored student does not learn. Our classrooms must change. Students that are engaged in content will achieve at a higher rate than bored students. Gamification of content is one method that can be used to increase engagement in the class, make learning fun and bring joy back to the classroom.
Gamification refers to using game elements in non-game situations. It’s about using the same elements we find in games to engage students in content. Proceed with caution as gamification has been known to increase student engagement, bring joy to classroom, and make kids smile. Gamification takes the critical elements of games and wraps them in a narrative in which kids are excited about participating. Traditional learning is transformed in a gamified classroom, and students have a new passion for school and learning.
Why do I need to do it?
- Kids, actually people, love games.
- Increase engagement with students
- Create fun in the classroom!
- Research shows that gamers have the same qualities as the 21st Century learners we hope to graduate (like persistence and problem-solving).
- It can create an environment that allows students to move at their own pace.
- Takes the fear out of failing
Narrative: All gamified lessons should center around a storyline or a mission to complete. When creating narratives, think about interests in students lives. Think pop culture, sports, and other hobbies relevant to your students. Take whatever content or practice you had planned to use and build a story or purpose around it.
Collaboration: In gamification, collaboration is critical. Build narratives around students working in small groups that each person has to contribute to in order to complete the game. Alternatively, narratives could be developed that require individuals to rely on their classmates in order to move on to the next level.
Obstacles: When developing games, challenges are a must. We have to create a game that scaffolds to the level of student development. A game built with no challenges or obstacles will seem boring to students causing the students to lose interest quickly. On the flip side, creating obstacles that are too challenging will in turn cause students to give up early on.
Goal: All games must have an end goal in mind. When thinking about the goal in this context, we are thinking about the end goal of the game, such as solving the mystery or creating a solution to a problem created in the narrative. Your content goals should be achieved through the storyline.
Competition: Games should be built with some hint of competition. This competition can be student to student, team vs. team, class vs. class, or student vs their best time or highest score.
Success: Games are built with levels of completion before the finale. Incremental levels of success are important. They can create opportunities for student mastery throughout the game and create an environment where failure is acceptable as long as retries eventually get you to mastery.
What things should I consider in implementation?
The Real Change: "These two gaming features really get at the heart of why kids learn games so well. First, you have to move toward making the class move at the rate that the student needs. Next, you must take away the stigma and end-all-processes of failing. Gamers always get the exact time that they need on a level. Their tasks might be timed, but they can stay on a level as long as they need to until they master it. Isn’t mastery what we are truly look for? The gaming mindset is “you will succeed when you master this level.” It’s never “you failed this lower level. Good luck on the more difficult level.” --Adam Renfro on Getting Smart
Leaderboards: Leaderboards can be a great way to visualize successes. Creating experiences with game-like elements does not require the use of a leaderboard, but it can be helpful and engaging. With that being said, there are some definite considerations. According to Adam Renfro when discussing the competition element of gamification, “Gamers are either trying to beat the game itself or beat others playing the game. Beating the game itself encourages cooperation and collaboration. (Choose that one.)” We totally agree. Try not to let leaderboards get out of control. They shouldn’t pit kids against each other in a way that some kids never have a chance. You don’t want leaderboard scores tied to grades or achievement either (FERPA!). Consider using leaderboards with groups instead of individuals. Perhaps, a leaderboard could show students technology chops from a badge count. Or maybe it shows progress on tasks related to perseverance and grit. Some great things here, but be cautious.
Failure: Ensure that failure is built into your game. Gamification is a great way to help develop a growth mindset in students. With failure, creating learning opportunities and resources for student success is crucial. Make them fail then try again. Give them the opportunities to “beat their times” on things. Use this aspect to really shift culture rather than demonizing failure.
The Real Impact on Learning
Our students are born and raised in a technology-rich world. Our students are engaged now from the moment they wake up until their eyes close at night. The traditional classroom bores our students. A bored student does not learn. Our classrooms must change. Students that are engaged in content will achieve at a higher rate than bored students. Gamification of content is one method that can be used to increase engagement in the class, make learning fun and bring joy back to the classroom.