Student Learning and Engagement

Charles Prezalor
Morrison Academy Taichung Campus IT

The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning.

Gamification, broadly defined, is the process of defining the elements which comprise games that make those games fun and motivate players to continue playing, and using those same elements in a non-game context to influence behaviour. In educational contexts, examples of desired student behaviour which gamification can potentially influence include attending class, focusing on meaningful learning tasks, and taking initiative.
The gamified music learning platform, Rise of the Rhythm.
Distinguishable from game-based learning, gamification of learning does not involve students in designing and creating their own games, or in playing commercially produced video games. Within game-based learning initiatives, students might use Gamestar Mechanic or GameMaker to create their own video game, or play Minecraft, for example, where they explore and create 3D worlds. In these examples, along with games such as Surge and Angry Birds, the learning agenda is encompassed within the game itself.

Some authors contrast gamification of learning with game-based learning, claiming that gamification occurs only when learning happens in a non-game context, such as a school classroom, and when a series of game elements is arranged into a system or “game layer” which operates in coordination with the learning in that regular classroom. Others include games that are created to induce learning.


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