It has often been noted that the education system has systemic flaws when it comes to how teachers educate their students. In the search for updated formats to educate users, gamified education was inevitable. It’s been proven that gamifying other services have greater resulted in retention and incentive from participants.
Gamification in education is purpose-built to increase student engagement and learning by associating educational material with game dynamics & mechanics.
Effective gamified learning often features a series of goals, levels, rules, story elements, high interactivity, rewards, and continual progress feedback.
Here are 5 different forms of effective gamified learning.
Math Blaster and Treasure Mountain are some of the earliest examples of popular games in education, but one of the best and most current examples of game-based learning is Minecraft: Education Edition.
Minecraft: Education Edition offers lesson plans and downloadable worlds to help teachers integrate the game design into the classroom. There's also a Minecraft Professional Learning Community. Here you can connect with other educators for all things lesson plans and resources.
If you're a teacher you already know a lot of your students love to play video games, especially this particular one and the game mechanics that come with it, like in-game student achievements.
You can even use the game to learn about history, through having students explore places like the Roman Colosseum.
Instruct students to create a story for creative writing projects. Encourage students to retell a story through a Minecraft experience. Use Minecraft features to teach math lessons on shape, volume, area, and more.
A strong example of app-based learning is “Read Along” by Google. This app uses Google's speech technology to encourage elementary school students to read and follow along with stories.
The app includes a built-in reading assistant named Diya. As kids read aloud, Diya detects if the child is struggling with a passage and can provide help. At any time, the child can ask Diya to help them read a sentence or pronounce a word they don’t know.
As children progress in the app, they’re presented with word games that can earn them prizes for skill improvement.
It has great reviews and is used around the world, with support for 9 unique languages. The only drawback at the moment is that Google’s Read Along is currently only compatible with Android devices.
There are many high-quality gamified educational software systems freely available for use. However, teachers may need training and support to effectively use gamified software in classrooms. School leadership must decide how, what and when gamified software will be included in student learning.
Significant investment is needed if a business or school aims to develop its own gamification software or programs. Kahoot is the immediate workaround to this problem.
Kahoot allows teachers to quickly create multiple choice quizzes through a website with an easily shareable link. This allows for students to use their phones for learning objectives, entering their answers to in-class questions in real-time. Kahoot is one of the most straightforward examples of applying game mechanics to learning to motivate people in the classroom.
No matter the subject matter, if you attach a reward system you will see your students strive to earn points.
Archy Learning is a simple and intuitive gamified eLearning platform. Teachers can cut and paste YouTube links and classroom notes into a learning pathway. Where Archy strongly uses gamification strategy though is in course quizzes, educational video games, mixed media exams, and awarded certificates upon completed courses.
All of these elements combine to convert an online course’s user interface (UI) into something resembling a game situation. This makes for easier student tracking of progress while also motivating students to continue building into their learning momentum.
Elucidat makes it easier for work teams to produce digital learning and training. Elucidat is a platform for experts to give staff access to product training and digital learning on any device.
Elucidat comes with an extensive library of pre-built templates that helps even novice authors create great-looking interactive experiences.
This platform allows for speed and efficiency when educating employees at scale. Elucidat has a central asset library meaning colleagues can share assets across departments. Translations are easy too, as the software also has a simple import/export feature. Then make separate edits to each individual translated course using variations manager.
Gamified Education is just getting started
While we are great supporters of gamified education, games should never be used to replace standard teaching but rather help aid and enhance the learning experience for students.
With what has been listed above, there is still a plethora of other examples out on the market of educational games, apps, websites, learning management systems, and training software.
If you can think of any great gamified education examples feel free to leave them in the comments below.