Gamification is the use of game design and mechanics to enhance non-game contexts by increasing participation, engagement, loyalty and competition. These methods can include points, leaderboards, direct competitions and stickers or badges, and can be found in industries as varied as personal healthcare, retail—and, of course, education. Games, in any form, increase motivation through engagement. Nowhere else is this more important than education. Applying gamification in the field of education is to use a playful activity to learn or bring the organization and rules of a game to the classroom, with the aim of involving students and offer a different way of learning. Gamification is likely to be successful today because students are more willing to be active participants in its implementation. They naturally gravitate to the aesthetics of games and immediately understand and respect their mechanics and rules.
Depends on the subjects.
- All the students go to the Web page that the teacher proposes (or start the game that already is on the computer).
- The teacher explains rules and a description of the game and its target. Of course, the game can be played individually or in a group.
- When students start to play, the time also starts. The winner group will be who gets the objective before the others. The objective could be a geographical discovering, to finish a simulation, to solve an equation, to compose a musical partiture, etc.
- In the end, all the groups (or students) will present short screens like a resume of his strategies to have participated in the game.
Calatayud Estrada, M. L., de Francisco, M., & José, M. (2018). Gamificación en el entorno universitario: ejemplos prácticos.
i Peris, F. J. S. (2015). Gamificación. Education in the Knowledge Society, 16(2), 13-15.
Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of education and learning: A review of empirical literature. In Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018. CEUR-WS.
Oliva, H. A. (2016). La gamificación como estrategia metodológica en el contexto educativo universitario. Realidad y reflexión, 29-47.
Rodriguez, C. A. C. (2018). Gamificación en educación superior: experiencia innovadora para motivar estudiantes y dinamizar contenidos en el aula. Edutec. Revista Electrónica de Tecnología Educativa, (63), 29-41.