The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments.[1][2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning.[3] Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior.[4] In other words, gamification is the introduction of game elements into a traditionally non-game situation.
There are two forms of gamification: structural, which means no changes to subject matter, and the altered content method that adds subject matter.[5] Games applied in learning can be considered serious games, or games where the learning experience is centered around serious stories. A serious story needs to be both "impressive in quality" and "part of a thoughtful process" to achieve learning goals.[6]
In educational contexts, examples of desired student behavior as a result of gamification include attending class, focusing on meaningful learning tasks, and taking initiative.[7][8]
Gamification of learning does not involve students in designing and creating their own games or in playing commercially produced video games, making it distinguishable from game-based learning, or using educational games to learn a concept. Within game-based learning initiatives, students might use Gamestar Mechanic or GameMaker to create their own video game or explore and create 3D worlds in Minecraft. In these examples, the learning agenda is encompassed within the game itself.
Some authors contrast gamification of learning with game-based learning. They claim that gamification occurs only when learning happens in a non-game context, such as a school classroom. Under this classification, when a series of game elements is arranged into a "game layer," or a system which operates in coordination with learning in regular classrooms, then gamification of learning occurs.[9] Other examples of gamified content include games that are created to induce learning.[10]
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