One of the largest GMAT forum named Beat the GMAT has recently achieved a huge success through a gamified system. They have created a gamified user experience and turned into Badgeville. With this gamification process, they have seen a dramatic increment of user participation. According to Beat the GMAT, they have received 1,500+ comments within their social community and 900+ followers in each month. Badgeville also has helped them to increase the time spent by the user on their site by 370% and the pages per visit by 195%. In another study at New York University, Stray Boots has developed a Wall Street treasure hunt with a walking game to teach the students history and the professor has informed that this gamification process has increased students' grades. These studies help us to demonstrate how gamification is already bringing a change in the education system by engaging more educators.
To keep students engaged in education is the most monumental task for teachers or parents. On the other hand, study says we invest three billion hours weekly in playing online games. With the challenges in the education system, the answer may lie in gamifying the education system. Technology can reshape the education system in many ways, but one of the notable options is gamification. CEO of Undercurrent, Aaron Dignan says, "Video games put context into why people do things and help us become more engaged with what we do, rather than a math class which can initially show no purpose."
Gamification is the implementation of game mechanism or the gaming elements into non-game environments to boost the target behavior. Nowadays gamification solutions has been used in every kind of businesses and implementing it in the classroom is no different. Gamification in education includes gaming element in the classroom. A successful learning is the summation of few elements: i) 70% of tasks and problem-solving, ii) 20% feedback and iii) 10% of training. Gamification can enhance the learning as it stimulates the friendly competition among students, provides an engaging learning experience and also turns the boring class to an interactive session.
One of the essential elements of the game is visual progression, and students like to witness their progress. They love to know about the result of their work immediately instead of the year-end report cards. Gamification provides immediate visible progress of the students. By working on homework assignments, they will earn points and are able to reach the next level. Thus gamification attracts more attention of the students.
Gamification can also help to improve students' behavior in the classroom by rewarding them for their good behavior. The reward can be the badges. There is an app called ClassDojo which helps to provide real time feedbacks to students from teachers. With gamification, the classroom can be transformed by involving students with a big platform. For example, a task can be accomplished with collaboration with all the students of a school and this reward system encourages the students more. A good example is World Peace game, political stimulation in the classroom. In this game, students have to solve many complex problems being part of different countries.
Some basic benefits of gamification in education are:
I. Gamification enables better learning experience.
II. It helps to add instant feedback which facilitates better engagement of learning.
III. Leaderboards, badges, and points transform the training into an instant gratification session.
IV. Gamification provides an effective learning environment and also helps the learners to practice real-life situations in a safe environment.
Here are some examples of gamification in education:
I. Coursera: Online courses from top universities
II. GoalBook: A professional development workshop
III. Ribbon Hero: An educational video game by Microsoft
IV. DuoLingo: Learn French, Spanish and other languages
At Juego Studios we have executed many gamification projects for our clients in the Banking, Oil & Energy, Pharmaceutical, Real Estate & Education sectors.