What is Gamification?
The use of gamification in education is a concept that is gaining momentum. There is abundant research underpinning the use of gamification, which cites the power of engagement and motivation for students as holding the key for successful integration. Gamification has been defined as "the use of game elements and game-design techniques in non-game contexts" (Werbach and Hunter, 2012). So essentially, if something is not a game but feels like a game, it can be described as having been ‘gamified’.
The Elements of Gamification
Game elements are the features and mechanics that are characteristic of games, and which are often referred to as the ‘building blocks’ of games and game-like environments (Deterding, Dixon, Khaled, & Nacke, 2011). The purpose of using game elements in the classroom is generally to promote student engagement, collaboration and a range of critical learning skills and values (Marks, 2013).
Many sources list gamification elements as those features that often spring to mind when games are mentioned, such as badges, levels, points and leaderboards. But when planning to gamify a learning environment it can be helpful to consider gamification elements in a more holistic way, including the concepts that drive those mechanics and components. This will make it easier to clearly link gamification to learning theory and desired outcomes, and help you avoid your gamification from becoming nothing more than a superficial overlay.
Many sources list gamification elements as those features that often spring to mind when games are mentioned, such as badges, levels, points and leaderboards. But when planning to gamify a learning environment it can be helpful to consider gamification elements in a more holistic way, including the concepts that drive those mechanics and components. This will make it easier to clearly link gamification to learning theory and desired outcomes, and help you avoid your gamification from becoming nothing more than a superficial overlay.
In the book For the Win, Werbach and Hunter (2012) break gamification elements into three categories, each of which is dependent on the others:
Have a go: Take a look through the following Prezi for some examples of game dynamics, mechanics and components. Start by deciding on a dynamic, then think of ways you could use mechanics and components to solve a problem or support a learning outcome. Share your ideas in the discussion forum! Prezi created by Team 3 LCN600, content adapted from Futurelab (2010) and Werbach & Hunter (2012).
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Details of sources cited can be found on the References page.