Gamification in higher education means the application of game design elements to an educational setting. The aim is to make learning more engaging for students. Gamification is a tool that can build students’ motivation and interest. In simple terms, it is a way of reducing student-driven issues in the teaching process. A gamification process allows you to learn objectives the same way. The only difference is that the learning process becomes more fun.
Also, gamification doesn’t only make the learning process easy; it also makes assignments more interesting. Many people can get help with English by using gamification tactics. College students can also get English homework help through gamification. These game mechanics will serve as a motivation for students, and it’ll enhance their achievements.
Also, an example of achievements is class leaderboards, badges, or a leveling system. These tools can be encouraging to the youth.
How Teachers Can Use Gamification To Enhance Active Learning
The following includes examples of how teachers may use gamification to encourage and enhance active learning.
Award Badges: Teachers and instructors can choose to award badges for getting a task done. They can hand printed badges to a student that learns faster or can complete his research paper as when due. When deciding what badges to award, it is important to consider all the students. Also, the rewards shouldn’t only center on academic excellence. It would be best if you awarded badges for focusing on rewarding healthy habits, staying focused, and persisting through failures. This will help learners to work hard on themselves.
Connect Classic Games to School Subjects: As a teacher or instructor, you may work with any game you can access. Most teachers turn chapter reviews into quiz game shows. You may modify any game that catches your interest. Also, students may play a word game and be rewarded for certain categories of vocabulary words.
Create Classroom Avatars: If your class play games that allow creating characters, you can modify that. You shall ask your students to create alter-egos they may personalize and build upon. Students can unlock clothes and modifications by completing class tasks. It’ll also enable us to develop skill sets such as historians or engineers. You can eventually turn it into custom projects.
Turn Learning into Class Quests: This is another way to make coursework easier for learners. You can give students the option to choose which quest they want. It isn’t just different learning; it allows them to control their learning. To encourage collaboration, you can create a large quest board.
The quest could be a solo quest, i.e. you speak to the teacher and receive a fact in return. An example is a class-wide quest, which could ask students to read 100 books.
Collaborative Activities: Students can collaborate and work together with their classmates. It’ll help to improve their thinking and problem-solving skills. For instance, a group of engineering students may be tasked to build a bridge together, and another group will be set to analyze the result of their work.
Assessment Choice: Teachers may allow class to choose any assessment they want. They are allowed to choose a given set of objectives. This allows students to choose an assessment based on their learning and assimilation methods.
Why Gamification is a Great Fit For Active Learning
- It helps learners gain new skills: Through gamification, students gain new skills that’ll help their learning process.
- It helps in effective behavior modification: This skill helps individuals to modify their behavior. It enables them to learn more and change their behavior through gaming.
- It fosters team building and collaboration through team games and competitive gaming: individuals can build a team and collaborate with their peers to get things done.
- It prevents monotony: one thing that causes learners to lose interest in the course of study is monotony. Introducing games throughout learning is a way to combat monotony and detachment.
- It helps learners address their fears and anxieties: Learners may see monotony action as a serious means of learning, gamification is a serious means of active learning in colleges. It helps students improve different skills and perform better in classes.
Gamification is an important aspect of active learning. It enables the learners to understand what they are being taught. College students can get their assignments done with ease—Gamification helps to proffer a means whereby students can learn at their own pace. Learning is easier, fascinating, and interesting. The adoption of gaming features to enhance learning has been helpful to teachers and students alike.