Learning online can be both convenient, impactful, and engaging. The convenience of learning anytime and anywhere is appealing to both teachers and students. While the convenience of online learning is important and using gamification can entice students to learn, using too many games can achieve the opposite effect.
Can you think of the last class you took online? Do you remember it? If you do remember the course, consider why. It may have been high stakes or just plain fun. If you don’t remember the course, is it because you were a passive learner? Did you just click through the course skimming the text or absently watching videos?
All learners need courses that are relevant, but they also need to learn in a variety of ways. There is no one way for students to learn, so courses should be designed to appeal to multiple senses. Courses should also provide ample opportunity to learn by doing. When the learner experiences a course that is interactive, more learning takes place. So, whether you want to use gamification to keep your students engaged or just for a change of pace, you want to create interactive lessons.
When online courses utilize gamification elements, learners are more engaged because content is presented in a motivating way. What is gamification? It is when online learning utilizes game elements such as design and mechanics to promote learning, achieve goals, and solve problems. If you have taken a course that utilizes a point system, competition between users, or rules of play, you have encountered gamification.
Three basic principles of gamification include autonomy, value, and competence. For example, creating a storyline around what players are doing adds value to the course because it helps users care about what they are learning and doing. When the aesthetics of the course are eye-catching and pleasing, the user will more likely remain engaged. And, when users receive feedback or rewards about their progress, it shows how their actions are connected to their competence in achieving the learning goals.
When gamification is done correctly, it feels like you are playing a game and not taking a course. When courses include game elements such as providing a story line, immersion, feedback and rewards, users will more likely achieve the learning goals and be able to utilize the new skills or information taught in the course.
However, if gamification is overused, students may be more intent on “winning” or beating the game, and learning takes a backseat. Many online games used for learning (especially the free versions) have patterns that students eventually figure out. Students then focus more on getting to the next level and little to no information is retained. So, for teachers it is a delicate balance between assigning gamification and assigning the “normal” assignments.