search.noResults

search.searching

saml.title
dataCollection.invalidEmail
note.createNoteMessage

search.noResults

search.searching

orderForm.title

orderForm.productCode
orderForm.description
orderForm.quantity
orderForm.itemPrice
orderForm.price
orderForm.totalPrice
orderForm.deliveryDetails.billingAddress
orderForm.deliveryDetails.deliveryAddress
orderForm.noItems
Views & Opinion


The role of gamification to boost course engagement Comment by RYAN LUFKIN, VP of Global Strategy at Instructure


As technology continues to become more intertwined in our daily lives, it too is playing a key role in how students learn. The education sector has faced ongoing pressure to adapt and use technology at a greater scale. This accelerated exponentially due to the pandemic where learning transitioned entirely online, and now in the post- pandemic world has evolved to a hybrid learning environment.


Gamification is one example of how institutions can embrace technology in learning; adding game-like elements to tasks in a non-game environment can unlock engagement for students. As digital natives, Generation Z has grown up with technology, and implementing various techniques to engage and motivate students, including


gamification, can be key to driving student success and retention. ‘Gamifying’ the education journey


A staggering 88% of young adults aged (16-24) in the UK play video games, versus 34% of those aged between 45-54; this highlights the generational gap between those who have grown up immersed in video gaming environments and the opportunity presented by incorporating game-like teaching methods in learning.


With recent data predicting the education gamification market to grow at a rate of 29% annually, gamified learning has the ability to create a dynamic and engaging learning environment that supports students at all levels.


Games, whether played on a console, computer, or mobile phone, drive engagement and interaction by offering incremental rewards as players progress towards specific goals. Employing these same behaviours in education, whether it be earning a badge for completing a course or receiving a blast of on-screen confetti for submitting an assignment, will ultimately boost student participation and engagement.


Improving the student experience


A recent study from Instructure reveals 64% of respondents believe that technology has positively impacted the classroom, highlighting the potential to continue integrating technology within the education system. Gamification within edtech platforms can be a useful tool to help engage students who may struggle with conventional classroom learning - in fact, a study from ScienceDirect found that students who received a blend of both traditional and gamified learning approaches had an increase in performance of up to 89%.


20 www.education-today.co.uk


Game-like activities can have a lasting impact on a learner’s motivation to succeed. When learning becomes an enjoyable experience, students are more likely to work harder. Gamification can also trigger healthy competition and collaboration amongst peers further amplifying this motivation. Taking advantage of the integrations and interoperability of virtual learning environments (VLEs) by integrating apps for gamification can provide students with a more engaging pathway along their educational journey. It can also enable them to take greater ownership of their learning journey; by collecting badges that represent certain skills and achievements, students can visually see their progress and skill set, improving their ability to advocate for themselves


when the time comes to interview for further study and internships.


Improving the teacher experience


Educators can introduce gamified components to not only create more diverse and engaging courses but also to push their students to think more creatively. When deciding to introduce gamified learning, VLEs are often a useful tool to ensure gamified elements are integrated as part of the wider learning experience. Gamification drives engagement and interactivity in digital learning. It provides game-like interactivity to reward certain behaviours like attendance or handing in an assignment on time. Medals and achievements with titles such as “MVP” are other examples of how teachers and institutions can use gamified methods to encourage student participation, drive motivation and have a little bit of fun.


So, what’s next?


Younger generations who are moving through the education system have been more exposed to technology, games, and apps than any other generation of students that came before; they have increased expectations with regard to technology usage and the types of engagement that motivate them to succeed. It will be key for educators to integrate gamification and other pedagogical tools to deliver an enjoyable and accessible learning experience for their students.


Ultimately, gamified learning has great potential, especially for students who may feel disconnected from the traditional education system, as it offers an alternative way for both students and teachers to view and engage with learning throughout their education journey.


June 2023


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44