Transforming Learning into an Engaging Gamified Quest
Harbinger group

Transforming Learning into an Engaging Gamified Quest


Introduction

Most people, when they think about gamers, picture teenage boys glued to their computers. However, the reality is that adult women gamers outnumber males under 18. This highlights the broad appeal of games, suggesting that well-designed and engaging activities can captivate diverse audiences. Interestingly, a comparison between gaming and learning reveals striking similarities, leading educators to explore the potential of gamification in higher education. In this article, we will delve into the "What" and "Why" of gamification and explore its transformative impact on the learning experience.

First, let's discuss a few similarities between Gaming and Learning

Why Gamify Higher Education?

  1. Building Academic Community: Gamification fosters connection among students, encouraging collaboration and healthy competition. This social dimension is crucial, whether teaching in person or remotely, making learning an interactive and engaging experience.
  2. Incentivizing Self-Directed Learning: Gamification incentivizes students to engage with course content independently and efficiently. By incorporating elements like points, badges, and awards, educators create a positive and immersive learning environment.
  3. Transforming Learning Attitudes: Gamified learning transforms the perception of education from a laborious task to a fun and rewarding quest. It instills a positive attitude toward study by making the process enjoyable and meaningful.

Implementing Gamification in Higher Education

The implementation of gamification in higher education can take various forms, adapting to different scales, durations, and complexities. From creating virtual/simulated environments for real-world skill enhancement to addressing short attention spans through accessible learning chunks, fostering active learning, avoiding the overrating of rewards, celebrating collective participation, promoting continuous learning environments, integrating storytelling for immersive experiences, to allowing personalization through avatars. These strategies are not only applicable in the corporate world but also hold immense potential for students on their educational quest. Educators can explore the following strategies:

  1. Short Duration:Trivia/Jeopardy-style review games (Quizlet Live, Kahoot) and Low-stakes assessments and review quizzes, class warm-up activities (Poll Everywhere)Virtual scavenger hunts for class warm-ups (Zoom)Interactive games (Mentimeter) and escape room games
  2. Medium Duration:Pre-packaged games for language instructions and debates. Research-strategize-argue activity (Slack, Discord)
  3. Long Duration:ECHO (Fourcast Lab)


Conclusion

As we celebrate the intersection of gaming and learning let's embrace the potential of gamification in higher education. By leveraging game elements, we can create an environment where learning becomes not just a task but a thrilling adventure, motivating and empowering students to excel in their academic quests.

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