Gamification has become an important facilitator in the academic environment, helping to engage students during classes. Below, check out the steps involved in this process!
Although it is not a new concept — having been applied by software and electronic game developers since the 1970s — gamification (or gamification) has found its way into corporate environments, marketing campaigns and also classrooms.
In education, it applies elements and techniques typical of games in the learning environment, in situations that encourage interaction, making activities more enjoyable and making people more willing to participate in the proposed tasks.
Next, we will explain better what gamification is and how the concept can be applied in the classroom. Want to understand how it works? So, stay with us!
What is gamification?
Gamification, from English gamification , is the use of mechanics common to games in contexts outside of games, such as in the classroom.
Gamification is part of the various types of active methodologies that help teachers stimulate their students in the search for knowledge.
Within a continuing education context , the playful element provided by gamification works well compared to traditional learning methods to motivate the student and maintain their interest in the journey of acquiring knowledge.
How important is gamification for studies?
The application of this methodology, through competitions, teamwork, rewards with points, can help students learn better, engaging them in a fun way and increasing their motivation to study .
In times when new challenges arise daily — such as keeping the student’s attention in distance learning — thinking about strategies to face these obstacles is essential, and gamification emerges as an important tool in this sense, combined with technology and creativity.
In addition to stimulating creativity and engagement, gamification also facilitates student focus on activities, develops concentration and group work.
To better apply these concepts, gamification needs to be well thought out and implemented in the right way for each environment and class of students.
For example: if the proposed challenges are too difficult, they may lead to giving up, and if they are too easy, they may leave students bored or unmotivated.
What are the pillars of gamification and how to apply this concept?
The structure of the gamification dynamics is carried out through Octalysis: eight main pillars defined by Yu-Kai Chou, the Korean who is one of the pioneers of this topic. Let’s understand a little more about the steps and their applications.
Evolution and conquest
This pillar of gamification directly stimulates inventiveness and adaptability, as every game requires the player to adapt to the scenario to survive and overcome challenges, and this increases satisfaction with achievements.
Strengthening creativity and feedback
To evolve and win, you need to use creativity, this is the basis of this pillar, applied to the proposed challenges. Additionally, participant feedback requires the participant to observe and understand their results.
One of the most important pillars of gamification is applied through stories and missions that support the context of the game. This makes the player feel like they have been chosen for a purpose and are doing something valuable, which is their most effective reward.
Social influence and belonging
This pillar concerns the feeling of belonging to a group , being part of a community, and encourages the player to seek better results not only as an individual, but for the good of his colleagues. It also encourages the search to stand out in the environment in which it operates.
Unpredictability and curiosity
Curiosity, as well as unpredictability about what will come in the next phase of the game, makes the player want to remain engaged and active in tasks. It is one of the pillars that most motivates participants to remain in the gamification process.
Ownership and possession
This pillar is based on the assumption that everyone is motivated to take ownership. Thus, it can be applied by offering the player material or virtual rewards, such as advantages over other competitors.
Scarcity and Impatience
Any video game player knows that the rewards are scarce, they are not for everyone, and this encourages them to dedicate themselves more, so as not to feel the impatience of not achieving what they intended.
Finally, we have the pillar of loss prevention, which works with the concept that, after reaching a certain stage, no player would like to give up and throw away all their progress.
From the moment they strive to achieve evolution and rewards, the participant will do their best to stay with them.
Is gamification worth applying?
There are many possible approaches to applying gamification in education, especially when supported by technology that makes its application viable.
Gamification can also be applied to replace the traditional evaluation and testing system with more stimulating and enjoyable activities for students.
Assuming that students are more committed and learn better when stimulated in a fun way, and encouraged to have healthy competition to achieve achievements, gamification uses play as a facilitator in this process.