Contemporary scientists believe that people learn best when they are also having fun. The use of gaming elements in business and education is growing as more firms understand the benefits.
Imagine scoring points or unlocking achievements at school or work for using your full potential and creativity to do the task at hand.
Well, that’s the idea of gamification, a trend that is transforming our lives by changing the way we do things. But before we talk about that, let’s start with the basics.
What is Gamification ❓
Gamification is the adaptation of game-related characteristics, particularly those linked with user experience and engagement, to non-game situations such as education. In non-gaming environments, for example, using in-game ideas, rules, and themes such as gaining prizes and virtual points for completing a series of tasks or activities gives the student both joy and motivation.
Although the concept is not new in the world, the word “gamification” was first mentioned in 2003. In recent years applications in non-game environments have increased significantly.
- Students who were taught with challenge-based gamification showed an improvement of up to 89.45% in their performances compared to those who only got lectures (ScienceDirect, 2020).
- 67% of students found gamified learning more propelling and engaging than traditional courses (Intuition, 2019).
- Gamification is one of the best 10 must-have features of a learning management system (ProProfs, 2021).
These stats tell us the adoption of gamification for educational purposes is growing as the use of game mechanics for example rewards, points, levels or ranks has shown to boost the motivation and commitment of students and teachers.
But, with technology always evolving, is gamification adjusting to meet the changing demands of modern learners?
We have summed up the latest trends of Gamification in education in 2021 in this article. So let us dive in without further ado.
Gamification in education ✏️
Gamification in education has recently been a hot topic, according to how modern classrooms may benefit from a learning system based on rewards and improvements. While the concept of incorporating gamification into learning has always existed as “gamified learning” at times, it had not received much attention until the recent pandemic times, when the world was pushed behind closed doors and new rules of social distancing and lockdown were imposed as health and safety standards.
As a result, universities and institutions all around the world were forced to rely on remote learning, affecting a large number of students. However, the lack of student involvement in online classrooms has raised worries among lecturers, prompting the need of implementing gamification in education. (Ariya Pakinee, 2021 Feb)
The education sector is one of the markets that has embraced gamification with its arms wide open. According to a rough estimation from 2015 to 2020, the educational gamification market has grown from 93 million to 1.2 Billion dollars; a progression of almost 68% in five years. (Chang)
Gamification in Education in 2021: Microlearning 📕
Microlearning emphasizes attaining knowledge through small chunks of information used to meet a specific learning objective. These small pieces can be in the form of videos, articles, eBooks, audio clips, or some other type of content adequately focused to meet an immediate need.
Micro-learning experiences are concise, engaging, effective, and visually beautiful ways to learn. The different types of microlearning include mobile-friendly quizzing, concentrated (3–5 minute) educational videos, and so on. Regardless of form, the goal is to provide the maximum educational benefit with a minimum time commitment on any particular topic.
In 2021, there is a growing number of educational sectors that have ditched the status quo of using old tendencies, patterns, and content development methods and switched to creating beautiful and proficient learning experiences for the present learners through micro-learning.
And as technology and accessibility further improve, we can expect the whole world to go micro-learning crazy. Educational institutes worldwide should put their resources into micro-learning to empower their learners to learn anyplace, anytime. While micro-learning experiences are exceptionally modular with each module targeted to meet a specific learning objective, multiple modules can be woven together or improved on a case-by-case basis to meet the broader learning or course objectives.
Gamification in education in 2021: gamified educational apps 📱
The use of mobile applications used as learning and teaching tools in Higher Education isn’t new. However, the ongoing interests of lecturers, learning designers, and stakeholders in gamified mobile apps to enhance learning and improve student outcomes have made them a must-have approach in education.
Educational institutes should integrate gamification through mobile apps in 2021 to facilitate learners’ knowledge acquisition and evaluate in-class learning to provide immediate feedback and improve students’ engagement. The educational gamification apps allow you to keep all educational content small for the students to consume it conveniently. They also users organize notes into folders and review them as many times as they want.
Gamification in Education in 2021: Chatbots 🗯
The word chatbot may be seen as common because chatbots are quite often used in our digital environments. Any individual who has a digital voice assistant in their home or classroom has a chatbot, and a considerable lot of the websites we access routinely use text-based chatbots to interact with their customers.
With the continued advancement of Artificial intelligence in Education, advances in education, the possible uses for chatbots in education have also increased. A fascinating example of chatbots use in education is a Quizbot created at Stanford University to make learning an engaging and personalized experience for students. The Quizbot, represented as Frosty the penguin, gamifies the learning process as a fun test. Depending upon the student’s advantage and subjects, Frosty will pose different inquiries and praise the student for each correct answer. A study was conducted to check the chatbot’s competence, and it was discovered that students facilitated with Quizbot burned through 2.6 times longer studying than students provided with a flashcard app. Students using Quizbot also gave correct answers most of the time.
In 2021, Educational institutes worldwide should imitate a comparative model to construct customized Quizbots to enhance learning capabilities in their students in a fun way. Chatbots can be utilized to implement Gamification in education for their benefits of accurate information, timely communication, serving multiple students simultaneously, and providing a personalized outreach to each student.
Gamification in education in 2021: Avatars 👨
Often games provide players with an avatar, which is a kind of self-representation in the game that the other players can see and compete against. These avatars can be both abstract symbols and 3D representations of the player’s character in the game, in any case, avatars are designed in a way to allow an element of personal expression and creativity.
Some more elements of social customization include usernames, handles, or tags – a player’s ‘name’ within the game by which they will be identified in the game.
The advantages of this type of gamification are fundamentally social. In the context of education, gamification of this type allows students to extend a profile of themselves, complete with significant scholarly achievements, to other students and the rest of the world. It also helps students to explore different avenues regarding various types of identity and approach their examinations from alternate points of view.
Gamification in education in 2021: immersive e-learning with AR/VR 🤳
Imagine integrating augmented reality/virtual reality with e-learning? Although it might appear as we are talking about the distant future, the fact is that from 2021 and onwards, the use of virtual and augmented reality components will become a must-have tactic in education to improve user experience and take gamification to a whole new level.
Games are fun and they often keep the player on edge to complete a milestone. They keep players engaged and roused for progress. Gamified learning takes these intriguing features from games and overlays them with educational activities. This technology, though not commonly being practiced as of yet, but its use will increase with time as it offers a more appealing approach to students to complete their tasks.
The use of augmented reality and virtual reality in education can make the whole learning experience much more immersive by enabling students to interface with different components physically. A quick example of integrating this microlearning model can be found in the game Pokémon Go that reformed the realm of gaming by presenting AR technology. Training institutes worldwide can utilize AR technology in their training programs to explain intricate technology and how to make simulations for emergencies to trainees to respond prudently in such circumstances.
Gamification in Education 2021: Gamified LMS 💻
Modern-day organizations should Introduce a gamified learning management system to Improve user engagement by awarding different forms of rewards for each step users take towards completing their courses. It also helps institutions track the progress of their learners to have a better idea of how they are performing.
As proven by researchers, gamified Learning Management Systems show 70% better user engagement as compared to a non-gamified LMS. The appreciations and reward points feature in the gamified LMS keep learners motivated to thrive better in studies, thus giving better results for the courses/training.
But where to start? 🤔
- Browse the list of gamified LMS and/or look for gamified tools
There are numerous tools available online like Kahoot, Duolingo, Class Dojo. You only need to find the ideal match for your classroom. For example, if you are teaching many classes, you may use different tools to meet the needs of each.
- Give badges to students 🥇
Badges provide learners with a goal and keep them aware of their accomplishments within the LMS. Gamified LMS lets instructors choose and decide what they want to assign badges to. For example, for completing an assignment or performing a set of activities. These badges create a sense of pride and achievement in learners and can be shared through social media to build competition.
- Create LMS gamification leaderboards 🎓
Leaderboards can be another effective way to keep the competition alive among the students and add to their motivation. Leaderboards are a visual way for learners and educators to track the progress in a set of games, challenges, and activities.
- Give virtual points ✅
Scoring virtual points to step up is another effective strategy to build a competitive environment. It might include increasing your students’ scores each time they complete an assignment. The point system for gamification in LMS can be adjusted to give more points to specific practices or activities.
5. Use G-Suite 🔍
Google Suite is a highly useful tool for educators who want to improve the efficiency of their teaching. You may also use platforms like G-Suite for Education to develop basic templates that you can share with your students.
The success of gamification is unquestionable, with a great impact that has been going on for a while now. It has entered our daily lives, revolutionizing the way we work, play, eat, shop, and learn. How the future of gamification in education will look like?
With the pace at which gamification is evolving, we may expect gamified learning to replace traditional learning in the near future.
Book a demo with us and we’ll show you how to incorporate gamification into your workplace. 😎
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