Gamification

What is Gamification?

Gamification is defined as the use of game design elements in non-game contexts (Deterding et al., 2011). “Game elements” include both extrinsically and intrinsically motivating elements such as:

  • Points, badges and rewards;
  • Choice and flexibility;
  • Team or multiplayer tasks,
  • Social interaction, or interactive online communities,
  • Levels, challenges, quests, or adventure maps,
  • Milestone achievements and easter eggs (hidden bonus activities),
  • Virtual storytelling or worldbuilding,
  • Avatars or recurring characters,
  • Ongoing formative feedback (often automated),
  • The freedom to fail and retry.

The purpose of gamification in learning is to enhance learners’ engagement and motivation and overall enrich their learning experiences. By transforming traditional educational activities into game-like experiences, educators can create a more dynamic and engaging learning environment.

Learn more about Gamification in Post Secondary Education

The articles below will offer you advice and suggestions on implementing gamification in your courses.

  • Gamification or Game-Based Learning?

    Reading Time: 7 minutesYou might have heard the terms “gamification” or “game-based learning” used in educational circles, but you may not have yet had the chance to explore...

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  • How Gamification Supports Learning

    How Gamification Supports Learning

    Reading Time: 6 minutesGamification is incorporating game elements into non-game contexts. In education, this often involves using game elements like points, badges, leaderboards, and challenges to make learning...

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  • Competitive and Gamified Quizzes

    Competitive and Gamified Quizzes

    Reading Time: 5 minutesEducators across the globe use game-based quizzes to add a bit of competition and engagement to review, quizzes and retrieval practice activities. But what does the research…

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  • PowerPoint Jeopardy!

    PowerPoint Jeopardy!

    Reading Time: 2 minutesBring in a new take on a classic trivia game by using a Jeopardy PowerPoint deck to gamify a review or test prep period. Download...

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  • Gamification and Student Choice in Brick and Stone Mason Programs

    Gamification and Student Choice in Brick and Stone Mason Programs

    Reading Time: 4 minutesLori Martin first taught at Conestoga in 2014. Since 2019 she has been teaching in Conestoga’s Trades and Apprenticeship, specifically in the Masonry Apprenticeship and...

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  • Quizizz

    Quizizz

    Reading Time: < 1 minuteFor self-paced learning resources or friendly peer-to-peer quizzes, try out Quizizz. Educators and students can make true or false and multiple choice quizzes and flashcards,...

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  • Plickers

    Plickers

    Reading Time: 2 minutesA free (to an extent) online app, Plickers is a tried and true way to run quizzes and questions in classrooms where wi-fi is unreliable, or devices…

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