A distinction must be made here between "gamification in education" and "game-based learning". Game-based learning is the process of incorporating playful elements into the learning context. Games or simulations are created for this purpose. Ordinary gamification applications, on the other hand, integrate game-based elements into the educational system. These elements include game mechanics, game design and game principles.
With this article we want to give you a first insight into possible gamification applications in the education industry.
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In order to be able to discuss "gamification in education" in more detail, some terms must first be clarified. Gamification describes the use of playful elements in a non-game environment. You can find more details on this in the article "What is gamification?"
In "gamification in education", playful elements are used in education, as the name suggests. Education includes all institutions and opportunities for acquiring formal education in a country. This is evident according to the definition of the href="https://www.netzwerk-stiftungen-bildung.de/wissenscenter/glossar/bildungswesen" class="underline">"Network for Foundations and Education". This includes education and training, as well as continuing education and training.
Nowadays, pupils and students are often overtaxed to retain the learning material in their memory. In most cases, stimulus overload and information overload are triggers for limited receptivity. As a result, encouragement is lost and performance is poorer. This can lead to a loss of motivation.
Other game elements could include quests, storytelling tasks, epic meaning, experience points, levels, and badges. They are used to change behavior, as well as entertain students and can increase their competitiveness. At the link "Gamification in teaching", you can learn about the ways in which these elements can be integrated into teaching.
Due to the constantly evolving programs and new findings in research, companies must always stay "up to date". Therefore, the continuous education and training of employees is fundamental.
As already described in the chapter "Gamification im Schulwesen", information overload makes the learning process more difficult. Accordingly, it is important to maintain motivation in the long term. Here the learning process, in the form of gamification, builds on motivation theory. In particular, on Maslow's pyramid of needs. You can find more about this in the article "Overview of basic motivation theories".
Maslow's theory states that in order to move up a level in the pyramid of needs, the next highest need is the driving force in a person's actions. Thus, reaching the next higher level becomes the goal and requires the most motivation. In continuing education, the highest level of the pyramid, self-actualization, plays an important role. This level involves the development of one's own potential and abilities. As a result, this level must be reached or one's skills must be developed in order to advance.
For example, information can be packaged in morsels. In doing so, the learner moves up "one level" by solving the task at hand, handing it in, and receiving a new one. At the same time, the division of information serves to decimate information overload. You can find out more about "Gamification in Continuing Education" at the following link "Gamification in Continuing Education".
Gamification is playing an increasingly important role in education. Since people are constantly learning and society demands this nowadays, a lot of information has to be learned and internalized. However, the stimulus overload caused by the information overflow has a downright crushing effect. Information is filtered out and less remains in the memory. This often leads to a loss of motivation to stick to the learning process. With the use of gamification, complicated issues can be presented more simply and learned more quickly.
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