(World Government
Summit, 2017)
Introduced in 2008,
gamification is the use of gaming techniques and mechanics in a non-gaming
context to engage and motivate people (Growth Engineering, 2019). Similarly,
Kapp, (2012) defines gamification as game-based mechanics, aesthetics, and game
thinking to engage people, motivate action, promote learning and solve problems.
Research shows that players
achieve maximum performance effort as well feeling a sense of purpose whilst
being fully engaged in playing the game (McGonigal, 2011) . Furthermore,
research has found that when we play games, our brain releases chemicals known
as norepinephrine, epinephrine, and dopamine. All of these chemicals not only make
the individual feel good within themselves but they also said to make us more
receptive to learning (Guiterrez, 2012) . Neuroscientist
Gregory Burns supports these findings, Burns found that the chemical dopamine in
particular allows individuals to learn properly (Rackwitz, 2012) . Neurologically speaking, the brain
finds it difficult to tell the difference between simulated and reality
environments, however the brain is still able to learn how to solve problems no
matter the environment. Researchers have found links between gaming and problem
solving. Gaming helps develop liner thinking (Kapp, 2012). Therefore, if an
individual was to be put into a simulated situation and taught how to tackle the
problem at hand, if a similar problem ever occurred in a reality environment theoretically
the knowledge from the simulated learning experiences would come into play to
help solve the problem in real life (Miller, 2013) .
Learning through
gamification increase the development of problem solving skills as well as the receptiveness
to learning new information, all which could be caused by the fact that students
motivation boosts when they learn by having fun. Old strategies of teaching
require a student to be spoken at, to gain knowledge without learning the
underlying concept of the information. By introduction gamification into a game
based learning (GBL) system, the chances of student succeeding not just in
digital competence but in other areas of learning as well are high (Al-Azawi, et al., 2016) .
An excellent example of
bring gamification into a classroom in Classcraft.
Classcraft gives educators a powerful set of tools while
connecting real-life intervention with engagement data from existing content,
platforms, and systems. This has a profound impact on educational outcomes that
are key to student success:
·
Academic
Performance
·
Classroom
Behaviour
·
Social
& Emotional Learning
·
School
Climate
·
Attendance
& Suspension
·
Student
Motivation
Classcraft is a gamification Engagement
Management System (EMS) used in a Game Based Learning (GBL) environment. When looking at a report given by Maurice J.
Elias, Ph.D. about Classcraft it is easy to see the positive impact this type
of gamification can have on a classroom. Classcraft supports teamwork, critical
thinking and decision making and responsibility amongst many other skills.
Classcraft has game-based learning quests that can be completed within teams or
individually. If one pupil within the team portrays negative behaviour they lose
health points which has an impact on the whole team. This promotes taking accountability
for their actions and seeing how their action can effect other people. Completing
a task either individually or in a team promotes critical thinking, problem
solving and also allows the pupils to learn from experience. If something goes
wrong they have the chance to restart. Schooling is an environment where
children are still learning, so giving them the option to restart as oppose to quitting
the game all together can encourage their self-confidence to rise. It teaches pupils that just because they did not
succeed the first time does not mean they will not succeed the next (Elias, 2018) .
The world of education needs to take a
step into the 21st century and infuse technology into the curriculum.
It is being done through the digital competence framework, but technology also
needs to be present in practically every aspect of a pupils education. As aforementioned,
learning through a game based learning system gives pupils a better chance at
taken in the information and knowledge taught in a classroom. Gamification
brings a sense of fun and joy to the classroom, making the classroom a more
positive place will encourage the children to get involved more so than if the teacher
was to stand at the front of the class talking at them. I personally think I would
have sat up and paid more attention in class if it was taught through
gamification.
I had an experience with gamification
with a mathematics game called ‘Numbers Up! Volcanic Panic!’ The school only had
it for a year when I was in year 6, so I had missed out on the fun way of learning
numeracy throughout my primary school years. But I remember it making me enjoy learning
mathematics, it taught me team work and problem solving all without me noticing.
It is that kind of classroom environment
that is needed for schools, a place where the children are learning without realising
it. A place where learning is fun and school is no longer classed a boring.
Bibliography
Al-Azawi, R., Al-Faliti, F. & Al-Blushi, M.,
2016. Educational Gamification Vs. Game Based Learning: Comparative Study. International
Journal of Innovation, Management and Technology, 7(4), pp. 132-136.
Classcraft,
2019. Classcraft Is an Engagement Management System (EMS). [Online]
Available at: https://www.classcraft.com/
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Available at: https://www.classcraft.com/
[Accessed 2 May 2019].
Elias, M.
J., 2018. Analysis of the Alignment of Classcraft’s SEL Environment and
CASEL SEL Standards , New Jersey: Rutgers Social-Emotional and Character
Development Lab .
Growth
Engineering, 2019. What is the Definition of Gamification?. [Online]
Available at: https://www.growthengineering.co.uk/definition-of-gamification/
[Accessed 1 May 2019].
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[Accessed 1 May 2019].
Guiterrez,
K., 2012. The 5 Decisive Components of Outstanding Learning Games. [Online]
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[Accessed 2 May 2019].
Available at: https://www.shiftelearning.com/blog/bid/234495/The-5-Decisive-Components-of-Outstanding-Learning-Games
[Accessed 2 May 2019].
Kapp, K. M.,
2012. The Gamification of Learning and Instruction: Game-Based Methods and
Strategies for Training and Education. San Francisco, CA: Pfeiffer.
McGonigal,
J., 2011. Reality is broken: why games make us better and how they can
change the world. New York : Penguin Press.
Miller, C.,
2013. The Gamification Of Education. Developments in Business Simulation
and Experiential Learning, Volume 40, pp. 196-200.
Rackwitz,
R., 2012. Why Gamification is more than just a trend. [Online]
Available at: https://engaginglab.wordpress.com/2012/10/08/why-gamification-is-more-than-just-a-trend/
[Accessed 2 May 2019].
Available at: https://engaginglab.wordpress.com/2012/10/08/why-gamification-is-more-than-just-a-trend/
[Accessed 2 May 2019].
World
Government Summit, 2017. Gamification and the Future of Education. [Online]
Available at: https://www.youtube.com/watch?v=SWPDYhtX96Y
[Accessed 1 May 2019].
Available at: https://www.youtube.com/watch?v=SWPDYhtX96Y
[Accessed 1 May 2019].
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