Gamification is the process of embedding gaming elements—such as leaderboard, points, progress bars, and badges—in learning experiences in order to motivate and sustain engagement that is necessary for a facilitated learning to occur. This definition is based on the assumption that educational gamification can create immersions similar to those of games that will engage students long enough for learning to occur (Codish and Ravid, 2015). However, Kapp, Blair, and Mesch (2014) claimed no gamified learning experiences with a wrong gaming element or wrong combination of gaming elements would be immersive no successful. For this reason, this presentation proposes to help instructors and instructional designers determine the appropriate and effective gaming elements to apply in a gamified learning experience with the following aims: (a) engendering deeper student engagement, (b) improving students' motivation to lead to a desired positive behavioral change, and (c) increasing students' interactivity in learning environments. Subjects of analysis may include: Problems necessitating gamification (are they learning-based or not?). Learning activities. Desired and expected behaviors at the end of a gamified learning experience. Learners' skills and educational levels. 1.Define gamification. 2.Analyze a learning experience and determine whether gamification is appropriate or not. 3.Determine the appropriate and effective gaming elements to apply in a learning experience.
Topic Area(s): Gamification
Olugbenga Dosunmu is an Information Technology Librarian (ITIL) and a Microsoft Certified Technology Specialist (MCTS) with a Master of Science degree in Software Development from Coventry University, United Kingdom. He is currently studying for a doctoral degree in Educational Leadership and Learning at the University of St. Thomas.