Gamification, in my mind, is as fun as it sounds: using the strategies from games and video games (token systems, feelings of success, etc..) in content learning or even using video games themselves as the educational tool. We can use games in classrooms to promote higher engagement with classroom materials. We chatted a lot about Minecraft and it’s many educational uses, as well as a few other games that could be spun in the direction of education.

Not everything about games is great. Some say that games might build reliance on a certain type of learning; it is also known that most games are competitive when learning is social and should be collaborative. There are many barriers to gamification and games in classrooms: the cost of games, limited time, lack of technology, inability to located games, and even an emphasis on standardized test scores. We need to be conscious of these barriers and cons in order to overcome them.

Even simple games that are not the most appealing can be engaging tools. Using Google Sheets and sharing to the web, you can use the Flippity program to create and modify an interactive board game for a class. This particular game encourages knowledge of class materials and collaboration (when played in teams).

Games and gamification can encourage student engagement with class materials, provide progress tracking, begin to associate positive thoughts towards learning (creative learning, specifically), and they can provide a sense of motivation and success for learners.

In conclusion, I’m into gamification and its role in the classroom.