Although there have been a number of studies on how gamifying non-game settings impacts students, one result is clear: gamification can make learning more fun and memorable. The three main points of gamification have been identified as motivational ‘affordances’ (the opportunities the actual activities give the subject or the mechanics of the game), the psychological outcome (the resultant change in feeling about an activity during and after the activity), and the behavioral outcome (the change in behavior following the gamified activity). Lee Sheldon, an Assistant Professor at Indiana University at Bloomington reported that his application of gamification in the classroom was a success. He renamed student presentations “quests,” taking tests were “fighting monsters,” writing papers were “crafting,” and letter grades were “experience points.” As a result, Sheldon found that his students’ average grade improved one full letter grade.
One case is of Clifford Lampe, an Assistant Professor at the School of Information at the University of Michigan. He applies gamification to his 200-student lecture class by providing students with choices, rapid feedback, collaborative processes, and competition. Students also have the option to “choose their own adventure” by selecting assignments, although higher level assignments are not available until they have been ‘unlocked’ by completing lower level assignments. Lampe has concluded that gamification has improved his student’s motivation and retention. Another Assistant Professor, Dr. Carman Neustaedter from the School of Interactive Arts & Technology at Simon Fraser University found that creating a scoreboard with students’ class ranking in real-time provided the rapid feedback he needed. Each student also earned a rank title, such as “Artistic Intern” or “Grand Master Speculative Designer.” Neustaedter found that the scoreboard has increased students’ motivation and sparks healthy competition.
Road contractors in 2014 implemented musical grooves on Route 66 to encourage drivers to obey the speed limit. The language-learning app DuoLingo also uses gaming techniques to make what could be a mundane lesson fun.
Despite the many case studies that demonstrate gamification in the classroom can be successful, it must be noted that not all elements of a game are equally motivating to each student. Providing differentiated instruction for students not only means gamification, but also includes other methods of teaching.
About the Author
Rachael Tom is the Marketing Communications Manager at ThinkFun, an award-winning global company and the leading developer of logic and STEM (Science, Technology, Engineering, and Math) games that make learning fun!