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Gamification in Education

Gamification in education is a great way to improve focus and get your students more engaged with the lesson.

Gamification in education is a fast-moving trend. It has seen teachers all over the world implement games as a way of getting students interested and improving their learning at the same time. 

In this article, we provide an overview of the benefits of gamification in education. Additionally, what tricks you can use to make it work in your own classroom. 

An example of gamification in the classroom

Gamification in Education: Overview

Since 2010, there has been a prominent movement by educators all across the world to bring games into their classrooms as a way of motivating students. Games in education actually stretch considerably farther back into human history. However, it is only in the early 2000s that we get the term “gamification.” This word ostensibly means applying games to situations that usually wouldn’t have them. 

Researchers believe that gamification in the classroom is most impactful as motivation. This is itself one of the most important predictors of academic achievement. 

Students enjoy games. Gamification not only frames educational opportunities in a way that is relatable, but it also activates the reward center in the participant’s brains. Humans thrive in competitive environments because the process of pursuing triumph. This is particularly true when there are observable benchmarks or “scoring” activities is itself rewarding. 

That’s all to say that gamification in the classroom works by teaching in the way that students like to learn. 

How it Works

Gamification is about more than just letting children play games in the classroom as a reward for completing their school work. It’s a process that involves weaving games directly into the learning experience to get students more engaged and focused on the subject at hand.

Classroom gamification could include a Spin Wheel that is used to decide the next question and/or to call on children. Polling software that gauges their opinions before and after a lesson. Scavenger hunts that are themed around a lesson plan. 

The objective is always to pull the students in. Since Covid-19, this has been very difficult. There is now a generation of students who have had a non-traditional schooling experience for two years of school. This learning structure has made education more of a challenge for some students.

Gamification can’t solve all of the challenges presented by Covid-19 by itself. However, it can serve as a valuable tool through which educators can reconnect with their students and direct their attention toward learning. 

Conclusion

Interested in adding games to your classroom? At Duelbox, we have an ever-growing universe of classroom-appropriate games. We have many interactive games that can be used to improve classroom attention and help your students learn while having fun. Follow the links listed above to find out firsthand how gamification can change the educational landscape.

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