Many teachers have had the experience of asking students to stop playing games such as Angry Birds. However, it can be rationalised that games can be a Gamification, where the structure of gaming is applied to a non-game framework. There are numerous ways to bring games and playing into the classroom to promote learning and deepen understanding of the subject. And it has its fair share of benefits: very strong motivator for students when the same game elements are applied in an educational context. Thus, some educators have adopted the concept of:
Fun learning: One of the key benefits of gamification is that it makes learning informative and exciting, thanks to its interactivity. Role-play and competitive elements add an immersive angle, which can make learning not seem like a chore.
Autonomy: When learners feel like they are in charge of something, they are more likely to stick to it. In each game, every next step depends on choices that are made by a player. This can be used as an effective motivational learning tool at school.
Competence: When students complete a task and move on to the next level in a game, they get a sense of their own development as learners. Teachers can try that with assignments and assessments.
Second Chances. And Third: Like in video games, students should be allowed second chances. When a challenge is failed in a video game, users are able to learn from their mistakes, try again, and succeed. The same concept can be applied.
Progression: In games, users usually have levels or progress bars that indicate how well they are doing in the game. Gamified classrooms can implement similar elements. Instead of issuing grades or percentages, teachers can either issue progress bars to students, or allow them to manage their own journey.