Gamification in Education to Increase Student Motivation and Engagement
Theresa Papp, University of Saskatchewan (Canada)
This presentation explores the elements of gamification and the transposition of these elements into a classroom setting. Gamification uses game elements and frameworks that consumers have been exposed to for years. The author has been gamifying course work for over three years while maintaining the integrity of the learning outcomes. Students experience team quests and individual challenges to earn experience points for their guild. In addition, a mixed methods research approach on this topic has provided empirical data to provide the audience with support for this innovative teaching method to help students engage more in the course material. Gamification can be introduced to any age group and in different courses.
Gamification is not to be confused with game-based learning which requires schools to have large budgets and specialized staff to create video games. Gamification has been successful in inspiring increased motivation and engagement of the students and can extend to parental and community engagement. As the reality of schools change, in rural and urban locales, so must the classroom. Harnessing the elements that drive relentless efforts to succeed in the virtual world can change the effects on students and their learning experiences.