TRANSFORMING DIGITAL EDUCATION, TOGETHER

Gamification in Education: Buzz or Bust?

Gamification has been heralded as a powerful tool for boosting academic performance, but is the hype real, or is it just another buzzword supported by financial incentives?

The fact that the term “gamification” is widely used in a broad sense must be made explicit. The term “gamification,” which is essentially a way of thinking about achievement, refers to the use of game-like elements, like as points, badges, and leaderboards, to engage and encourage learners. It is more closely tied to game theory than it is to using digital games in the classroom. However, given that they are the pioneers in this subject and have decades of expertise with digital games and other tools, it makes sense that there is a close relationship between game theory and these tools.

 Mayer warns that while some research indicate that gamification can boost student engagement and motivation, this is not always the case. Teachers should first examine whether the unique learning objectives of the course and the characteristics of the students are in line with the tactics being utilized before deciding whether gamification is a successful strategy for a given class. For instance, leaning too much on extrinsic rewards may actually counteract the course’s goal of promoting intrinsic drive.

Over-reliance on external rewards may eventually work against internal drive. If students become overly focused on acquiring prizes, they may ignore the joy and pleasure that come from learning itself.

Rose cautions that the benefits of gamification in enhancing learning outcomes are not always apparent. Even while some studies suggests that game-based learning can be beneficial in certain situations, there is still much to learn about these situations. Additionally, Rose cautions that gamification may have unfavorable consequences, including the potential for extrinsic rewards to undermine intrinsic motivation. Teachers must systematically evaluate their strategies, using both quantitative and qualitative data to determine whether their efforts are yielding the desired results in order to properly understand how effective gamification is.

Gamification still has the potential to be a formidable tool for improving learning outcomes in the classroom, but how well it works relies on a number of different things, such as the objectives of the lesson, the types of learners, and the evaluation methods used. Teachers must embrace gamification as a way of thinking about student accomplishment in the classroom rather of merely using it as a trend to attract funds or projects.

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