Gamify Learning
Gamifying learning is an immersive learner experience that is both an informational and instructional course. This course is intended for instructors and college students in education. Even though gamification has gained popularity over the past years, it is not truly understood and there are many misconceptions about gamifying education. When done right, gamification is a powerful tool that engages students and enhances learning. At the end of this course, learners will understand how to incorporate gaming elements into an activity.
The learning gap for this course may be large, even though gamification is a buzzword in today’s society. Not many professionals in the training field truly understand how to gamify educational content. Some educators may think that applying points, badges, and leaderboards is gamifying content. However, gamification is more than points, badges, and leaderboards. Gamifying content should be based on creativity, fun, and socializing. The storyline is the main element of gamification. This storyline should be based on what motivates us.
This gamification course is designed for professionals in the field of education, corporate training, and human resources seeking to enhance student and employee engagement and learning outcomes. This course is designed for learners who may have limited knowledge about gamification concepts and are seeking to deepen their understanding while acquiring practical skills to apply gamification principles effectively in designing engaging and impactful learning experiences.
Gamifying learning is intended to be both an informational and instructional (how-to) course. This course will be self-paced in the form of an escape room challenge. The escape room challenge will consist of four different levels. The first three levels will address a different learning objective. After each level, learners will be given an access code to move on to the next level. The last level will be a summative assessment. Learners will need to score a minimum of 80% to escape the room. A certificate of completion will be awarded to the learner for successfully escaping.
Asynchronous learning provides flexibility and convenience, allowing learners to access course materials and complete assignments at their own pace and on their own schedule. This makes it easier for individuals who have other responsibilities, such as work or family, to fit education into their lives. Additionally, asynchronous learning often allows for a wider range of interaction and collaboration, as students can engage with each other and their instructors through discussion forums and other online tools. Finally, asynchronous learning can be more cost-effective, as it eliminates the need for travel and other expenses associated with traditional classroom-based learning.
At the end of this course, learners will be able to design a gamified learning module using the game design framework.
By the end of this lesson, students will be able to,
Module 1: What is gamification
1.1: Define gamification
1.2: Discuss 3-5 benefits of gamification
Module 2: Principles of Gamification
2.1: Describe the relationship between gamification and behaviorism
2.2: Differentiate between game components, elements, and mechanics
Module 3: Designing Gamified Learning
3.1: Describe the steps in the game design framework
3.2: Apply the design framework to create a gamified
Module 1: What is gamification
Objective 1.1: Define gamification
Explore examples of gamified activities
Write a personal definition of gamification
Objective 1.2: Discuss 3-5 benefits of gamification
Explore the benefits of gamification.
Participate in class discussion of 3-5 benefits of gamification via padlet.
Module 2: Principles of gamification
Objective 2.1: Explain the psychological aspects of motivation and Rewards
Complete a WebQuest activity on classical vs. operant conditioning
Read an article about the relationship between gamification and behaviorism
Select a real-world example of gamification and participate in a class discussion via padlet on the impact of behaviorism on user behavior and motivation.
Objective 2.2: Differentiate between game components, elements, and mechanics
Read an article about game components, mechanics, and elements
Watch 3 videos that cover
Game Components
Game Mechanics
Game Elements
Complete a drag-and-drop activity to identify game elements, components, and mechanics.
Module 3: Game Design
Objective 3.1: Describe the steps in the game design framework.
Review a marker interactive that describes each step of the game design framework
Complete a sequencing activity on the game design framework
Objective 3.2: Apply the design framework to create a gamified learning module
Design a gamified learning module by using the game design framework
Two assessment strategies will be utilized in this course; formative and summative assessment.
Formative assessments are low-stakes assessments that monitor student learning and provide ongoing feedback to students and educators. Students can use data from formative assessments to identify their strengths and weaknesses. On the other hand, educators can use formative assessment data to drive their instruction. The following formative assessments will be used in this course.
Learning Objective 1.1: Define gamification
Written response for the definition of gamification
Learning Objective 1.2: List 3-5 benefits of gamification
Participate in a class discussion about the benefits of gamification.
Learning Objective 2.1: Explain the psychological aspects of motivation and Rewards
Select a real-world example of gamification and participate in a class discussion via padlet on the impact of behaviorism on user behavior and motivation.
Learning Objective 2.2: Differentiate between game components, elements, and mechanics
Complete a drag-and-drop activity to identify game elements, components, and mechanics.
Learning Objective 3.1: Describe the steps in the game design framework.
Complete a sequencing activity on the game design framework
Summative assessments are high-stakes assessments that are used to evaluate students' learning at the end of an instructional unit. It compares students' learning against course standards and objectives. Both students and instructors can use data from summative assessments to guide their efforts and activities in subsequent courses. The following summative assessment will be used in this lesson.
Objective 3.2: Apply the design framework to create a gamified learning module
Design a gamified learning module by using the game design framework
Create a video presentation of their gamified learning module.
This course focuses on three learning theories
Behaviorism: Behaviorism is a psychological approach to learning that focuses on observable behaviors and the environment's influence on those behaviors. Behavioristic principles are applicable in gamification. In gamification, game design elements are used to present learning material in an entertaining way that motivates and engages learners. Reinforcement of desired behavior occurs through rewards such as points, grades, and badges, or by removing benefits to discourage undesired consequences.
Constructivism: This learning theory focuses on learning as an active process. The activities in this course align well with this theory. Through inquiry and active participation, the learners will construct their definitions and benefits of gamification. Learners will also create their gamified activity.
Andragogy: Andragogy is the theory of adult learning. Andragogy dictates that instruction for adults needs to focus more on the process and less on the content being taught. This course is self-directed, task-oriented, and takes into account learner experiences. The aforementioned aspects of this course align perfectly with the principles of andragogy.
The learning model used to develop this course is the ADDIE instructional model. The acronym "ADDIE" stands for the 5 different phases in the model.
Analysis: In the analysis phase, the learning goals and objectives are defined along with the learning environment.
Design: In the design phase, assessments are developed, the course format is chosen, and the instructional strategy is created.
Development: The development phase involves the actual development of the course along with the course material. When the course has fully developed a run-through is conducted.
Implementation: In the implementation phase the course is published to the public. Trainers are trained, learners are prepared and the learning space is arranged.
Evaluation: In the evaluation phase, data is collected to measure learners' success.
I chose this model because it gives me the greatest flexibility. The model may seem linear, however, it is a continuous circle of improvements and iterations.
Gamification in Education-Research paper
Analysis of Gamification in Education - Research paper
True Education Partnerships - website
Mambo.io - A blog post