Blog Entry #3 - Gamified Learning

What is the best way to get students engaged in learning? In my experience, it is the gamification of learning through innovative websites like Kahoot, Blooket or Gimkit. Gamification is the application of “game related elements to nongame contexts,” which results in a “high level of interest,” being generated (p. 76). As soon as my students hear the upbeat tempo of Kahoot, they are hooked and willing to review integral concepts. That being said, I often wonder if students are always getting the most out of gamified technology like Blooket or would it be better to use traditional methods? This is the question that I will be exploring in my blog post today.

According to Dirk Basten in the article Gamification (2017), the gamification of learning has been proven to make repetitive and monotonous tasks more motivating and engaging (p. 76). This was an intriguing statement, but I wanted to research a study that proved this claim. In 2019, Michael Sailer and Lisa Homner conducted a meta-analysis on gamification and its true effects on student learning (Sailer & Homner, 2019). In their study, they explored approximately 40 previous experiments that had been conducted on this topic (Sailer & Homner, 2019, p. 87). It was found that gamification increased student cognitive abilities, motivation and behavior during learning (Sailer & Homner, 2019, p. 92). That being said, the type of gamification that they explored was not only linked to technologies like Kahoot or Blooket, but it also included hands-on learning such as social interaction games (Sailer & Homner, 2019, p. 77). So, gamification of learning in the classroom can include innovative technology, but it could also include tried and true favorites like card games, ice breakers and board games.  

Another added bonus of gamified learning that I discovered in my research is that businesses are more often using this framework and/or hiring individuals that are familiar with it. In the article Gamification (2017), Basten explores the idea that businesses like the usability, trust and motivation that gamified learning instills in students (p. 76). This means that using gamified learning in my classroom is a meaningful way for students to develop hirable skills for the future.  


After conducting this research and analyzing the findings, I will continue to use gamified learning in my classroom, and I hope to discover more resources to help with this process! 

 

Resources 


Basten, D. Gamification. IEEE software 2017, 34 (5), 76–81. https://doi.org/10.1109/MS.2017.3571581. 


Sailer, M., & Homner, L. (2019). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w 

Comments

  1. Hi Megan,

    You're doing GBL! That's so exciting! I examined GBL for PME832, but specifically how the #teachergram (teacher instagram) world is/isn't publicly contributing to this sphere. GBL would be the specific term, but if your search is not giving you all the resources you want, you could broaden it to ed-tech. I found, at least in the scope of my inquiry, GBL to be a yet-developing field. Much of the research in my literature review seemed to be focused on the younger years of education - what grade(s) do you teach, again?

    But one of the great things about this developing field is that all of your research is likely going to be pretty relevant (i.e. updated).

    I found many of the peer-reviewed studies to, interestingly, come from Asia. There are multiple studies that would support GBL in terms of language acquisition (Aspland et. al, 2018; Danyang et. al, 2020; Mayer, 2005; Heick, 2014, Wen et. al, 2020), as well as empower students in terms of agency (Sobel & Jhee, 2020).

    If you're looking for a critique, I'd also check out a review by Joosten et. al (2020) called "Digital learning innovation trends." One of my course colleagues, Ryan Stotesbury, also directed me to James Paul Ghee, who I will then direct to you - his is not necessarily the most recent, but he offers a comprehensive introduction and synthesis of all these pedagogical theories and gaming theories: https://www.amazon.com/Video-Games-Learning-Literacy-Second-ebook/dp/B00OFL6RDE

    I feel like my research is just sitting here on my computer, after having being done with this course and investigation, so I'll continue to follow your blog, but also please reach out if I can help with more specific literature reviews!

    References:
    Asplund, Olin-Scheller, C., & Tanner, M. (2018). Under the teacher’s radar: Literacy practices in
    task-related smartphone use in the connected classroom. L1-Educational Studies in
    Language and Literature, 1(1), 1–26.

    Danyang, Z., Wang, M., & Wu, J. G. (2020). Design and implementation of augmented reality
    for English language education. In Augmented Reality in Education: A New Technology
    for Teaching and Learning (Geroimenko, Ed.; 1st ed.). Springer International Publishing.
    https://doi.org/10.1007/978-3-030-42156-4

    Heick, T. (2014, Mar. 11). 4 Technologies to help students find their voice in your classroom.
    Edutopia. https://www.edutopia.org/blog/technologies-help-students-find-voice-terry- heick

    Joosten et. al (2020). Digital learning innovation trends. Online Learning Consortium. https://files.eric.ed.gov/fulltext/ED603277.pdf

    Sobel, K., & Jhee, C. (2020). CIRCL Spotlight: How K-8 Teachers Are Using Virtual and
    Augmented Reality in Classrooms Today. In CIRCL Project Spotlight Series. Retrieved
    from how-k-8-teachers-are-using-vr-and-ar-in-classrooms-today

    Wen. (2020). Augmented reality enhanced cognitive engagement: designing classroom-based
    collaborative learning activities for young language learners. Educational Technology
    Research and Development, 69(2), 843–860. https://doi.org/10.1007/s11423-020-09893-z

     



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  2. Hi Megan,
    Sorry, forgot to cite this last one:
    Mayer, R. E. (2014). Multimedia Instruction. In Handbook of Research on Educational
    Communications and Technology. Springer p. 385-399

    ReplyDelete
  3. Megan,

    Once I saw your title Gamified Learning, I was so excited to read your blog post. In my most recent teaching position, students had a 1:1 Chromebook ratio; they all had laptops. My question for this course is whether or not technology in the classroom is helping our students or hurting them. However, I really enjoy the use of Gamified learning. One of the benefits to technology is in fact the increase of interest (Brown, 2019). My colleague said it best, “they are comfortable with technology.” We used Blooket on a regular basis in the classroom and the students loved it. I find that these resources which allow for student interaction do increase interest and engagement. For example, when using Blooket, my students would always be a part of the decision making process. They would want to play the Battle Royal or Gold Quest modes!

    Lastly, I find it very interesting that you mention that employers are more likely to hire those who are familiar with gamified learning. When I was originally hired as an Occasional Teacher last year, one of my interview questions included technology in the classrooms. In my most recent interview for our local Summer Learning Program, they asked about S.T.E.M, involving technology. I agree with your research and can think of many ways in which that statement reflects a variety of experiences that I have had.

    Thanks for sharing! I loved reading this post and will use the term Gamified Learning in my next interview!

    Giulia


    Resources

    Brown, C. (2019, May 16). 12 pros and cons of technology in the classroom. Classcraft. Retrieved July 19, 2022, from https://www.classcraft.com/blog/pros-and-cons-of-technology-in-the-classroom/

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  4. Hi Megan,

    I learned a lot from reading your post. I never thought of gamified learning as being a skill that can help students develop hirable skills for the future, but it makes sense, especially as the world is becoming more and more technology oriented.

    I do still love using good old board games to encourage social interaction among my students, but would love to incorporate gamification. I'm curious, in your experience, what subjects have your students responded to best with gamification?

    Jeevan

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  5. Hi Megan,
    I really enjoyed reading your post and think your guiding question is so relevant to the world in which we are teaching. I have wondered about the gamification of teaching and have discussions around it quite often over the past 2 years in particular. With the amount of virtual teaching and learning done over the past few years I think some of who may have not entered into this territory had we not been teaching online.

    I think the idea of using games coupled with the more "traditional" approaches to teaching is the approach I take to teaching in my classroom. I really think students need to engage face-to-face, write using a pencil and paper and read from actual books because there are so many skills that come along with those things. At the same time, we cannot ignore the way in which the world is moving which is digital and we absolutely have to prepare our students for that reality.
    Thanks again for your informative post!

    ReplyDelete
  6. Hi Megan,

    I think your post for this week generated a lot of interest and is one that many of us can connect with seeing as we all had to teach online in some way, sort, or form, over the past 2 years (even if we were not ready for it)!

    I was actually having a conversation about this with one of my teacher friends from another board. I was raving about how much my students love Kahoot and she said that in her board it is on the list of "banned websites/applications." I did not even know that some boards dismiss educators from using certain programs. Has anyone else heard about this?

    I too was introduced to Blooket this year by my students. What a hit! I agree with the research that you found about games generating a "higher level of interest...increasing motivation." Like Kristen mentioned about the "traditional" methods, I too find value in paper/pencil work. I believe there must be a balance though.

    Many boards are already transitioning to the "game" world. Many programs like: Prodigy, Lexia, Razkids, Mathup, IXL, Khan Academy, and Knowledgehook, are already being used and many boards have invested time and money (licenses) into them.

    Thank you for the thought provoking discussion,
    Best,
    Catherine Roti

    ReplyDelete
  7. Hello Megan,

    I learned a lot from reading your post. I never thought of gamified learning as being a skill that can help students develop hirable skills for the future, but it makes sense, especially as the world is becoming more and more technology oriented. I love using Blooket and so do my students! I would use it as a fun incentive program for when my students would finish work early. Thanks so much for the great post!

    Best,
    Ashley

    ReplyDelete

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