Education Atlas

How Knowledge Is Built
Sign In
Text size
100%
Theme
Learning Theory and Concepts

Gamification of Learning

Instructional Design and Curriculum Frameworks

The gamification of learning is an educational technology approach that seeks to motivate students by applying video game design and game elements to learning environments, aiming to boost engagement by capturing learners' attention and sustaining their participation. It takes two main forms: serious games, where educational objectives are built directly into gameplay so students learn through immersive interactive experience, and structural gamification, which layers game-like features such as points, badges, leaderboards and avatars onto an otherwise unchanged classroom activity. Structural gamification can raise classroom participation and motivation, but it does not by itself guarantee improved academic outcomes unless the game elements are meaningfully aligned with the intended learning goals. It is distinguished from game-based learning, in which students learn by designing, creating or playing games themselves rather than encountering game elements layered onto ordinary coursework.

Facts
Core Claim
The gamification of learning applies video game design and game elements to learning environments in order to motivate students by boosting engagement and sustaining their participation. 1
FAQs

Which game elements are used to motivate learners?

Points, badges and leaderboards are only one group of elements; narrative, feedback, collaboration and graded challenge are also named.

The source lists progress mechanics (points, badges and leaderboards), narrative and characters, player control, immediate feedback, opportunities for collaborative problem solving, scaffolded learning with increasing challenges, opportunities for mastery and leveling up, and social connection. The same source cautions that points and opportunities to earn achievements, used in isolation, are not necessarily effective motivators for learning.
Connections

Associated With

Source Novelty effect (Wikipedia)
Sources
1. Wikipedia: Gamification of learning
Wikimedia Foundation
  • Lead paragraph, first sentence
    The gamification of learning is an educational technology approach that seeks to motivate students by using video game design and game elements in learning environments.
  • Lead paragraph
    The gamification of learning is an educational technology approach that seeks to motivate students by using video game design and game elements in learning environments.
View the Source
Novelty effect (Wikipedia)
Associated With: Novelty Effect, In learning section, gamification paragraph
Quote, Associated With: Novelty Effect, In learning section, gamification paragraph
The novelty effect is also observed in gamified learning environments.
Comments (0)
No comments yet. Be the first to share a thought.
Reader Challenges (0)
No disputes yet. Spotted an error or a better source? Open the first one.