Gamification is the application of game elements to non-game contexts (Deterding, Dixon, Khaled & Nacke, 2011). Even if you haven't heard about gamification, you have certainly seen it around you. Consider this scene in a grocery store:
A man pays for his groceries with a credit card and "levels-up" see example, unlocking the next reward tier in his travel points program. Behind him in line, a woman feels her fitness band vibrate, rewarding her for walking to the store rather than driving see example. She takes out her smartphone and shares her walking achievement badge on social media, challenging her friends to match her progress.
Increasingly, our mobile devices and social networks use points, leaderboard, levels, progress bars (like the one below) and badges transform our everyday tasks and goals into "gamified" experiences. Gamification has proven to be a successful and pervasive commercial strategy, and since videogame usage by youth is as high as 97% (Gerber, 2014), gamification has also caught the attention of educators, who hope to translate the engagement levels of videogames into increased student motivation in the classroom.
It is important to differentiate gamification from game-based learning (GBL), educational games and educational software. Playing games, issuing challenges, tracking progress, and awarding trophies and badges to recognize achievement have long been a part of the education system (Abrams & Walsh, 2014; Cheong et al., 2014; Dicheva et al., 2015), there is a key distinction to be made between gamification and using game-based learning or educational videogames in classroom. In videogames and GBL, learners play games as a means of introducing, practicing or reinforcing skills and concepts; the game has clear starting point and a criteria for winning (Kim, 2015). In gamification, however, game elements such as badges, points, leaderboards, levels, or are integrated into non-game learning contexts that may not be particularly engaging for many learners, such as an independent research project. In the latter case, the game elements make the project gameful but not a game itself. This video explains the differences well
Concrete game elements like leaderboards, points, and badges are the most commonly integrated gamification elements; however, the motivation afforded by videogames often comes from more conceptual game elements, such as competition, collaboration, narrative, challenges, and the (Dicheva et al., 2015; Hamari et al., 2014).
Researchers are keenly interested in the relationships between motivation and game elements, and a number of researchers (Cheong, Filippou & Cheong, 2014; Dicheva et al., 2015; Hamzah, et al., 2015) have proposed frameworks for categorizing game elements and explaining how elements function to motivate players. However, it is argued here that these frameworks are informed primarily by game design theories and videogame design principles rather than pedagogy; and while they are useful for identifying how game elements function within games, gamification of learning is defined by the very fact that these elements are used in non-game learning contexts. Read about the frameworks here
This web site proposes a taxonomy that divides game elements in two categories based on their pedagogical functions:
(1) elements that support and provide performance feedback, and (2) elements that support and facilitate instructional strategies. Examples are provided below.
In videogames, points, levels, achievements, progress bars and other game elements provide players almost continual information regarding their progress (Kapp, 2012). Performance information is typically delivered as a or as a (Kapp, 2012). In gamified learning, then, educators should treat measurement achievements like descriptive feedback, an established educational best practice shown to increase self-efficacy, motivation, and performance (Hattie & Timperley, 2007; Kapp, 2012). On the other hand, completion achievements are akin to extrinsic motivators and should therefore be should be used to reward tasks that may be inherently boring or uninteresting (Kapp, 2012).
Many of the game elements described in the frameworks as being conceptual or abstract are in fact similar to effective instructional strategies. Teams, healthy competition, collaborative tasks, and challenges to meet goals are common strategies in many classrooms. A few game elements, however, stand out as particularly effective instructional strategies: , , challenge, and
Now that we have classified game elements, it is important to know how game elements impact motivaton in gamified learning. Researchers make a clear distinctions between intrinsic and extrinsic motivation, and most note that intrinsic motivation--engaging "in an activity because it is inherently interesting or enjoyable"--is the superior and preferred motivation orientation for learning (Ryan & Deci, 2000, pg. 55). While motivation can be measured in different ways (i.e. time-on-task, task completion, or sustained engagement), in regards to motivation in gamification, many studies show that intrinsic motivation is positively impacted when game elements fulfill emotional and psychological needs for self efficacy (Banfield & Wilkerson, 2014; Harrold, 2015; Kwon, Halavais & Havener, 2015; Landers & Landers, 2014). Read the full analysis of motivation here
As Ryan and Deci (2000) note, many educational tasks are not inherently interesting or enjoyable, so "knowing how to promote more active and volitional [. . .] forms of extrinsic motivation becomes an essential strategy for successful teaching" (p. 55). Therefore, game elements typically regarded as extrinsic motivators (completion awards like badges and points) are useful for overcoming initial disinterest (Ryan & Deci, 2000). In fact, according to , extrinsic motivators may help learners internalize the value of a task, ultimately increasing their self-efficacy and therefore intrinsic motivation (Banfield & Wilkerson, 2014; Harrold, 2015; Ryan & Deci, 2000).
However, only using competition award elements may increase engagement (time-on-task or quantity of completed tasks) but only over a short period of time before intrinsic motivation declines (Chen et al., 2015; Hanus and Fox, 2015; de-Marcos, Garcia-Lopez, & Garcia-Cabot, 2016; Lieberoth, 2015; Mekler et al., 2015). Thus, effective gamification design must consider how to combine extrinsic motivation game elements with instructional strategy elements (i.e. mastery, freedom to fail, choice, etc.) to fulfill psychological needs. Indeed, game elements that resemble instructional strategies, such as mastery learning, scaffolding, problem based learning, and differentiation, have great impact on self-efficacy (Abrams & Walsh, 2014; Banfield & Wilkerson, 2014; Harrold, 2015; Landers & Landers, 2014).
While it may not be practical or realistic to account for all learning context variables when planning gamification learning, the literature examined here suggests some general consideration for an integration framework. Read the full analysis of contexts here
First, in gamification, learners' game preferences and prior gaming experiences are not critical; instead, educators should focus more on using game elements that enhance social interaction and provide opportunities to express self-efficacy. Second, may play a larger role in positively impacting motivation than specific game elements do; however, a mix of completion and measurement award elements appear to produce the best results. Lastly, if the educational goal of a gamification lesson is to just increase time-on-task or the quantity of behaviours for a short period of time (i.e. drill and practice learning or single skill practice), just framing a task as a game ("framification") may be enough to produce short term engagement (Lieberoth, 2015), which means the lesson designer could save time by not having to create and integrate sophisticated game elements.
Now that you have taken the course, you are prepared to answer a few short questions about gamification best practices.
1. Extrinsic motivators like points and badges can be used without undermining intrinsic motivation.
Correct. Well done! Points and badges may overcome initial disinterest, possibly even making learners internalize the value of a learning task.Hmmm, are you sure you read everything?
2. When considering learning context, what seems to the best for gamified learning?
Correct. Well done! These contexts are conducive to increasing intrinsic motivation.Hmmm, are you sure you read everything?
3. According to self-determination theory, intrinsic motivation is developed when learning fulfills the psychological needs of:
Correct. Well done!Hmmm, are you sure you read everything?
4. The proposed gamification framework on this web site categorizes game elements by what criteria?
Correct. Well done!Hmmm, are you sure you read everything?
5. This quiz forced you "fight the boss" and gave you multiple opportunities to get the right answers. In gamification, these are known as:
Correct. Well done!Hmmm, are you sure you read everything?
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