Oup Focus Gamification
Oup Focus Gamification
GAMIFICATION
1. What is ‘gamification’ and how is it different from
game‑based learning?
Gamification has taken off in recent years with many organizations implementing
game-like mechanisms or systems to non-game activities. Teachers can include some
of these elements to increase engagement and improve the classroom experience for
learners.
As an example of the difference between the two, using Minecraft to learn about
sustainable ecosystems is GBL. With gamification, however, students could earn
points for identifying reliable sources of information on sustainable ecosystems and
summarizing their findings.
Many teachers are already using gamification in their lessons. Below are some
examples:
• For teachers wanting to introduce a points system, they could try the following:
Kahoot / Blooket / Baamboozle / Quizizz.
• To introduce positive reinforcement for specific actions, teachers could try using
ClassDojo.
• For younger learners, teachers could introduce badges or stickers for good
performance or effort.
• Another useful form of gamification is ‘can-do’ checkboxes Achievements need to be set according to the learner’s level.
tied to recognition of learning achieved. Setting achievements at an unrealistically high level creates
• Teachers could try assigning classroom or group roles needless frustration; if too low, boredom and apathy might set
during project work. A project to make an infographic poster in. In games, this is called the ‘zone of flow’, but it applies to any
using student-generated data could include roles such as: endeavour (Nakamura & Csikszentmihalyi, 2014) 2. It is important
resources manager (distributes handouts to the group); to double-check that teachers and students are setting tasks at
interviewer (asks other groups questions); data collector (adds a realistically achievable level without also setting the bar too
data to the graphs) and designer (plans the poster layout). low.
The names of the roles should be tailored to fit the tasks and
So, do badges work? Learners will not find the badge
could be themed around the topic of the current unit.
meaningful if it does not fit the learning objective (Yunker,
We will discuss some of the most commonly implemented 2018)3. Additionally, the badges are a bonus for completing
gamification ideas below: badges, points and tiers. something that was already rewarding in itself. Daniel Ariely
(2010 4; 20115), Professor at Duke University, while researching
behavioural economics, notes that when intrinsically motivated
behaviour is rewarded by something extrinsic the motivation
can shift. The risk is that, for students who are already invested
in language learning, gamification may be detrimental.
However, a study into the longer-term effects of gamification
in educational contexts also found that, while a dip after
gamification stopped did exist, motivation remained higher
than before the study (Zhu et al., 20196).
Feedback, fairness and flexibility Learners can adopt a role or wear a particular ‘hat’ that leans
Giving students explicit and timely feedback on why they are into their preferences and strengths – something that can be
getting or missing out on points cements classroom routines linked to a unit or lesson topic. These roles can be renamed
and rewards positive behaviour. Rewards that feed back into to fit the topic as long as there is some logical connection. For
learning present further opportunities to engage in language. example, the teacher could allocate jobs to certain students as
For obvious reasons, being awarded first choice of a level- follows:
appropriate reader supports learning better than a smartphone
break.
Unit topic: Jobs
Points must be awarded consistently. If a point can be earned
every time a hand is raised, students will feel it is unfair if this Roles
rule is not respected. This might mean dedicating too much Postal worker: students with this role are responsible
time to adding up points after every question. Assigning points for handing out worksheets
to a table, group or team can reduce this. Also, a student can
Skill tree example:
be nominated as point scorer, rotating each lesson.
• Upgrade option A: the student is now also in
Flexibility might be needed if a rule becomes unworkable. The charge of gathering finished worksheets and
class can help in judgement calls to adapt the rules, working handing them to the teacher.
with you to respect the spirit of the game and the learning • Upgrade option B: once per lesson, the
environment. You can even award points to those helping to student can nominate a classmate to assist.
improve learning experiences.
Other hats the students could choose in this topic include:
Resetting the points system for every lesson prevents a
snowball effect and means everyone has a fresh chance to win • Teacher: for a part of a lesson the classroom can be flipped
each time. for a short period, with a student taking on the teaching role.
• Doctor: a stronger student in the group who others can ask
Some competition between groups where mutual trust has
for help if they are unsure of an answer
been built between learners can work well. Even so, this is a
barrier to many teachers’ willingness to use gamified learning. • Scientist: in project work, this student is in charge of looking
Students may focus efforts on maximizing points rather than up information to add to a poster / presentation.
the learning itself. This may create resentment if they lose These roles, when tied into other systems like points or levels,
(Landers & Landers, 2015 8). It should be noted, however, that give the gamification system a sense of cohesion. As the term
not all games need to be competitive. Students can earn points progresses, learners see their role develop as they are allowed
cooperatively, trying to outdo their previous record or reaching greater levels of control but within known constraints. Teachers
a set target. must ensure the student roles fit their teaching style and the
institution they work in; for example, some teachers might find
Character roles and skill trees student engagement increases when they assign the role of
In addition to badges, points and tiers, gamification can include teacher, but not all are comfortable with such a reversal.
more complex elements of gaming, such as ‘skill trees’. A skill
tree is a set of benefits that become available to the player in
sequence. These benefits are linked to a currently available
ability. In a gaming environment, players can choose to follow
different ‘branches’ of the tree, so there is an element of
choice. For example, if a character was a healer in a gaming
environment, they could spend 100 points on completely curing
a friend, or spend 100 points on partially curing several friends.
This cements the player’s role within the team and allows them
to fit the game around their preferences as a player. Recent
research has looked into how people approach gaming and
how they are motivated by different drivers (Sezgin, 2020 9).
To summarize, some players prefer interacting with the rules,
others enjoy mastering skills and some like playing with or
against other players.
gamification designs. Get feedback from learners to see what, if 6 Zhu, J., Li, X., Zhang, Y., Zainuddin, Z., Lee, S. Y. C., & Chu, S.
anything, they would like implemented. Also, bear in mind that K. W. (2019, January 3–4). Can gamification bring long-term
there is a time and a place for gamification. In cultures where effects for elementary students’ learning? [Conference
there is a more traditional ‘heads-down-and-crack-on’ attitude presentation]. The Association for Information Science and
towards learning, or if high-stakes exams are approaching, Technology (ASIS&T) Asia-Pacific Regional Conference:
learners (or parents) may feel this is not a particularly productive Effective Learning in Low-Tech Information Environments,
thing to do. Phnom Penh, Cambodia.
7 Iida, H., Wang, Z., Xiong, S., & Zuo, L. (2018). An analysis of
Talking points gamification effect of frequent-flyer program. In D. Ding,
A. El Rhalibi, H. Jin, A. Navarro-Newball, Z. Pan, & Y. Wang
How can you create a cohesive gamification experience (Eds.), E-learning and games. Edutainment 2018. Lecture
that allows progression? Notes in Computer Science, 11462 (pp. 53–60). Springer.
What roles can you think of that reflect your learners doi.org/10.1007/978-3-030-23712-7_8
and your context?
8 Landers, R. N., & Landers, A. K. (2015). An empirical test of
In what ways do you already give your learners choice the theory of gamified learning: The effect of leaderboards
and a voice? on time-on-task and academic performance. Simulation &
Think of some gamification ideas. How can you connect Gaming, 45(6), 769–785.
these to your learning objectives?
9 Sezgin, S. (2020). Digital player typologies in gamification
Are there any ways in which you could adapt to your and game-based learning approaches: A meta-synthesis.
learners to make gamification work successfully? Bartın University Journal, 9(1), 49–68. doi.org/10.14686/
Are your institution’s policies and assessment a barrier buefad.610524
to introducing elements of gamification? How can you
10 Milkman, K. (2021). How to change: The science of getting
overcome these barriers?
from where you are to where you want to be. Portfolio.
11 Moore-Russo, D., Wiss, A., & Grabowski, J. (2017). Integration
of gamification into course design: A noble endeavor with
Endnotes potential pitfalls. College Teaching, 66(1), 3–5. doi.org/10.1
1 Krashen, S. D. (1986). Principles and practice in second 080/87567555.2017.1295016
language acquisition. Pergamon Press.
2 Nakamura, J., & Csikszentmihalyi, M. (2014). The concept of 6. Further reading
flow. In Flow and the foundations of positive psychology
w ww.coursera.org/learn/gamification
(pp. 239–263). Springer.
education.minecraft.net/en-us/lessons/know-your-
3 Yunker, P. (2018). Gamification 101: What it is and how to get ecosystem
started! [Online lecture] https://www.lambdasolutions.net/
www.gamificationnation.com/blog/is-gamification-
resources/webinars/thanks-recording-gamification-what-is-
https://
good-or-bad
it-how-to-get-started-l1?utm_campaign=%5B18-07-25%5D+
Webinar%3A+Gamification+101+-+What+It+Is+and+How+t w ww.teacheracademy.eu/blog/game-based-learning/
o+Get+Started
4 Ariely, D. (2010). Predictably irrational: The hidden forces that
shape our decisions. Revised and expanded edition. Harper
Perennial.
5 Ariely, D. (2011). The upside of irrationality: The unexpected
benefits of defying logic. Harper Perennial.
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Acknowledgements
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