What is Gamefication?

Gamefication refers to the integration of games or gaming mechanics into educational experiences. This topic has gained considerable traction over the past decade as games have proven to be effective learning tools, and beneficial in cognitive development and the fostering of soft skills among students, such as collaboration, communication, problem-solving, and critical thinking. The forms of games grow increasingly diverse and some of the most commonly used for educational purposes include alternate reality games (ARG), massively multiplayer online games (MMO), and global social awareness games. Most games that are currently used for learning across a wide range of disciplines share similar qualities: they are goal-oriented; have strong social components; and simulate some sort of real world experience that students find relevant to their lives. As game-based learning garners more attention in academia, developers are responding with games expressly designed to support immersive, experiential learning. Another major component of this topic is the gamification of learning, in which aspects of games are incorporated into learning exercises. For example, students may receive karma points or badges or move up to a new level after performing well during an activity. This allows educators to include elements of gaming without redoing their curriculum or undertaking game development work.

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(1) How might this technology be relevant to the educational sector you know best?

(2) What themes are missing from the above description that you think are important?

  • consider different end devices, mobile devices will become more important
  • Learning (instructional) design implications - again referring to Kapp's (2012) book - use of design strategies including paper mockups, prototyping and concept art. - shirley.reushle shirley.reushle Aug 13, 2012
  • I struggle with using the label "gamificaiton of learning" to capture both concepts above. To me, gamificaiton of learning is more about gamifying learning which is different that pulling in educational focused games into instruction. - kari.stubbs kari.stubbs Aug 19, 2012
  • I'd tend to separate out the large bucket into three sub-buckets: Gamification, Educational Games (for play and learning), and Game Creation (by students to showcase rich understanding of both game design but also content) - kari.stubbs kari.stubbs Aug 19, 2012
  • add your response here

(3) What do you see as the potential impact of this technology on STEM+ education?

  • attract kids and adult learners, raise interest on physics, engineering, math, etc, in a motivating way; exspecially for kids competition is motivating and fun in masting exercises - Christian.Guetl Christian.Guetl Aug 9, 2012
  • Again from the review of Kapp's (2012) book - one game designed by university researchers - non-scientists must try to figure out how proteins are folded into small 3D structures by competing against each other to make the proteins as small as possible. The unique ways of folding proteins that players discover can help researchers design new proteins for vaccines and other beneficial uses. - shirley.reushle shirley.reushle Aug 13, 2012
  • I think it also connects back to common core and the power of games to change how student understanding of STEM concepts is both taught and assessed.
  • STEM education and games go hand in hand - whether they are playing them to better understand a concept, or if they are coding them to work on their programming skills.- Holly.Lu Holly.Lu Aug 25, 2012

(4) Do you have or know of a project working in this area?

  • ALICE project http://www.aliceproject.eu/ - Christian.Guetl Christian.Guetl Aug 9, 2012
  • The Education Arcade http://www.educationarcade.org/- vkumar vkumar Aug 18, 2012
  • BrainPOP GameUp http://www.brainpop.com/games/ Last summer, BrainPOP launched a new tool called GameUp. It includes a partnership with best of breed game developers like: iCivics, Filament, Nobelprize.org, Jason Project, MangaHigh, NCTM, LGN, eLine Media, and more. Through these powerful partnerships, they bring educational games to teachers for FREE, pair them with BrainPOP digital content, and wrap them with a layer of teacher support like lesson plans and community conversations. BrainPOP GameUp features games around math, science, social studies, and health and the collection is continually growing. Plus, they've highlighted both games for play and game creation, and even feature some student created games on the site.

    - kari.stubbs kari.stubbs Aug 19, 2012
  • STEM Challenge http://stemchallenge.org/ Inspired by the Educate to Innovate Campaign, President Obama’s initiative to promote a renewed focus on Science, Technology, Engineering, and Math (STEM) education, the National STEM Video Game Challenge is a multi-year competition whose goal is to motivate interest in STEM learning among America’s youth by tapping into students’ natural passion for playing and making video games.
    - kari.stubbs kari.stubbs Aug 19, 2012
  • STEM Games Competition: http://www.worldwideworkshop.org/programs/globaloria/game-design-awards/stem - Holly.Lu Holly.Lu Aug 25, 2012

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