paper

Gamification in Education: What, How, Why Bother?

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📜 Abstract

This paper examines gamification of education by focusing on the what, how, and why. Gamification borrows design techniques from games that are then applied to classrooms. This is achieved by educators making the learning process more engaging by adding game elements. These elements include points, leaderboards, and badges. It’s called gamification and it is legitimate pedagogy. This paper explains why we bother with gamification in education – because it works.

✨ Summary

The paper titled “Gamification in Education: What, How, Why Bother?” by Lee Sheldon discusses incorporating game design elements into educational environments to enhance student engagement and motivation. By borrowing techniques used in games, such as points, leaderboards, and badges, educators aim to make the learning process more engaging. The paper argues that gamification is a legitimate pedagogical strategy because it has been shown to improve learning outcomes.

While the paper itself does not directly outline empirical evidence or large-scale studies to support the claims, it has influenced subsequent research that explores game-based learning and the application of gamification in various educational settings. For instance, later works such as Domínguez et al. (2013), “Gamifying learning experiences: Practical implications and outcomes,” and Deterding et al. (2011), “From game design elements to gamefulness: Defining ‘gamification,’” have cited this paper, building upon its foundational concepts.

Further academic articles such as Hamari et al. (2014), “Does gamification work? – A literature review of empirical studies on gamification,” continue to explore the nuances and effectiveness of gamification as a pedagogical tool, indicating the growing body of research influenced by Sheldon’s initial explorations.

References: - Domínguez, A., Saenz-De-Navarrete, J., De-Marcos, L., et al. (2013). Gamifying learning experiences: Practical implications and outcomes. - Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: Defining ‘gamification’. - Hamari, J., Koivisto, J., and Sarsa, H. (2014). Does gamification work? – A literature review of empirical studies on gamification.