Gamification in Education: What it is and Why it Works
One of the most popular buzzwords in education these days is “gamification”. Recently, everyone is talking about ‘gamification in education’. With the rise of technology and AI in classrooms, there are many things that fight for student’s attention. So what is gamification and why is it important in the classroom?
Gamification is all about engagement. From corporate businesses to an elementary classroom, it has been proven effective in capturing the attention of those who use it. Since COVID-19, we have seen the increase in dependence on technology in classrooms. Educators around the world have learned that technology is a tool and just as it continues to evolve, so do students’ needs and wants.
What is Gamification?
Gamification means using game design elements, like points, badges, levels, leaderboards, narratives, and immediate feedback, in non-game contexts to boost motivation and engagement. Many classrooms use points systems, mastery tracks, badges, stickers, etc.
How Do We Know it Works?
Researchers have spent time to decode gamification and the effect it has on motivation. While it is not a one-size-fits-all solution, the results are undeniable.
A large meta-analysis found significant effects across cognitive, motivational, and behavioral outcomes (example: cognitive g ≈ 0.49, motivational g ≈ 0.36 :g stands for effect size ). ( SpringerLink )
Reviews of field studies consistently report improvements in motivation and engagement, with many studies showing initial spikes in participation and self-reported motivation. (creativegames.org.uk+1)
Recent meta-analyses and reviews (across various subject areas) generally conclude gamified interventions have a positive effect on achievement when they are intentionally aligned with learning goals.
The Main Point
Gamification in education is a tool to be adapted and used for every classroom. Like any other educational platform, if leveraged effectively, it can help students be more engaged, motivated, and can help improve test scores as a result!
Choice and autonomy in quests or pathways increases intrinsic motivation . (https://pmc.ncbi.nlm.nih.gov/articles/PMC10611935/)
Freestyle maps on ZEP Quiz are a great example of giving students autonomy. Social features (teams, leaderboards, badges) boost participation for many learners — *but they must be used carefully (see drawbacks section).
How to Avoid Gamification Drawbacks
Novelty Fade
If the platform or method you’re using becomes repetitive, the engagement can decline overtime, as the students become used to the same action. Using platforms like ZEP Quiz, which releases new maps weekly, can give students something to look forward to and stay engaged with , week after week.
Competitiveness
Leaderboards and Competition can become a distraction for some students. Assigning group work can encourage collaboration and learning from peers in the classroom!
Poor Alignment with Assessments
The key takeaway today is that not all versions of gamification are created equal. The most important things for seeing results is fun and engagement, but also, alignment with skills and standards. Student engagement + Proper Standards/Skills = better results!
Conclusion
The key here is not gamification itself but the intention behind it. Constant updates, student interest, and standard accommodation are all things that ZEP Quiz values, because it understands the evolving world of education. Most of all , it’s simple. Education is changing, but it doesn’t have to be more complicated. Listen to students and watch the results. Gamification is the new era of learning.