[6] In educational contexts, examples of desired student behavior as a result of gamification include attending class, focusing on meaningful learning tasks, and taking initiative.
[11] This approach encourages students to explore their own learning processes through reflection and active participation, enabling them to adapt to new academic contexts more effectively.
[11] By framing assignments as challenges or quests, gamified strategies help students develop metacognitive skills that enable them to strategize and take ownership of their learning journey.
[9] Progress mechanics, which need not make use of advanced technology, are often thought of as constituting a gamified system[1] However, used in isolation, these points and opportunities to earn achievements are not necessarily effective motivators for learning.
Business initiatives designed to use gamification to retain and recruit customers, but do not incorporate a creative and balanced approach to combining game elements, may be destined to fail.
[16] Gamification initiatives in learning contexts acknowledge that large numbers of school-aged children play video games, which shapes their identity as people and as learners.
[23][page needed][24][25][26] Incorporating elements from games into classroom scenarios is a way to provide students with opportunities to act autonomously, to display competence, and to learn in relationship to others.
[27] If teachers can successfully organize their classrooms and curriculum activities to incorporate the elements of games which facilitate such confidence, purpose and integrated sense of mission, students may become engrossed in learning and collaborating such that they do not want to stop.
This pacing fosters continued engagement and interest which can mean that learners are focused on educational tasks, and may get into a state of flow, or deeply absorbed in learning.
[33] In a large systematic review of the literature regarding the application of gamification in Higher Education, benefits that were identified included positive effects in student engagement, attitude, performance, and enjoyment although these are mediated by the context and design.
For example, making a course presentation might be referred to as "embarking on a quest", writing an exam might be "defeating monsters", and creating a prototype might be classed as "completing a mission".
"[11] Quests are designed as extended assignments that encourage students to engage deeply with specific topics, often involving research, collaborative writing, or creative problem-solving.
[11] Random Encounters are shorter, impromptu tasks that require students to apply critical thinking and adaptability in unpredictable scenarios, such as responding to a challenging writing prompt or analyzing an unfamiliar text.
[11] Such activities help students build resilience and navigate uncertain or complex situations, equipping them to handle dynamic challenges in academic, professional, and everyday contexts.
[11] Gamified tasks also encourage students to actively engage with course material, fostering a sense of exploration and agency in their learning journey.
[36] The role of the teacher is to design a gamified application, embedding game dynamics and mechanics that appeal to the target group (i.e. students) and provide the type of rewards that are attractive to the motivation of the majority.
[1] The teacher also needs to responsibly track student achievements with a web-based platform, such as Open Badges, the WordPress plug-in GameOn or an online spreadsheet.
For example, a narrative might involve an impending zombie attack which can be fended off or a murder mystery which can be solved, ultimately, through the process of learning.
Since the 1700s, school has presented opportunities for students to earn marks for handing in assignments and completing exams,[38][page needed][39][40] which are a form of reward points.
[4] Teaching machines with gamification features were developed by cyberneticist Gordon Pask from 1956 onwards, after he was granted a patent for an "Apparatus for assisting an operator in performing a skill".
The gamification of learning is an approach which recently has evolved, in coordination with technological developments, to include much larger scales for gameplay, new tools, and new ways to connect people.
It is difficult to pinpoint when gamification, in the strict sense of the term, came to be used in educational contexts, although examples shared online by classroom teachers begin appearing in 2010.
[citation needed] The research of Domínguez and colleagues about gamifying learning experiences suggests that common beliefs about the benefits obtained when using games in education can be challenged.
Advances in information and communications technologies offer an opportunity to explore innovative pedagogical solutions that could help students develop these skills in a safe environment.
[47] A recent systematic review found evidence suggesting that the use of simulation mannequins significantly improved three outcomes integral to clinical reasoning: knowledge acquisition, critical thinking and the ability to identify deteriorating patients.
The use of Virtual University allowed the researchers to identify the following key points: from its playfulness combined with video game technologies, the tool was able to motivate learners intrinsically; the simulation game also recreates learning situations extremely close to that of reality, especially considering the complexity, dynamism and all of the interrelations and interactions that exist within the university system.
This is a major educational advantage by encouraging 1) an intense interaction that generates real cognitive or socio-cognitive conflicts, providing a solid construction of knowledge; 2) an autonomy in the learning process following a strong metacognitive activity; 3) an eventual transfer of acquired skills.
[1] Videogame theorist Ian Bogost has criticized gamification for its tendency to take a simplistic, manipulative approach which does not reflect the real quality of complex, motivational games.
More so, the policies guiding the privacy and security of data produced in gamified e-learning systems needs to be transparent to all stakeholders including students and administrators.
Educators need to ensure gaming elements and rules integrated in gamification design do not impair learners' participation because of their social, cultural or physical conditions.