Sunday, April 20, 2025


Gamification has recently increased with expected continued growth. A study from Precedence Research shown a global increase from 2024 to 2025 by over 4 billion dollars. By 2034, gamification is predicted to increase to around 190 billion from the current 20.84 billion. Gamification is going to continue to impact education in a positive way that you will not want to miss out. Not only are students more motivated, but they also began taking an interest in their learning and comprehend the learning material better. Reasearch from Axon Park showed that students learning performance increased by almost 90%, 75.5% of students comprehended the information better, and around 68% of students felt gamification motivated their learning. One of my personal favorite statistics is that students typically only remember 30% of a traditional lecture but with gamification and hands on learning, the percentage increased 60%. Students were retaining 90%! 

 Gamification design elements such as points, badges, leaderboards, and levels encourage students' participation, engagement, and self-motivation as learning tasks become more enjoyable. Students retain learning information significantly more with the use of gamification in the classroom. Teachers should consider using gamification in the classroom when they want to improve engagement, increase motivation, and enhance comprehension. Gamification can be used in any learning subject, lesson, and grade. Keep in mind the following considerations when implementing gamification:

  • Use point systems, rewards, and badges
  • Learning should have gaming design elements
  • Material needs to be immersive and interactive
  • Collaboration through healthy competition should be included
  • Lessons should encourage increased engagement
  • Students need an opportunity for choice and voice to take control of their learning
  • Utilize data analytics to aid in personalizing learning so each student can participate

When I first heard about the design elements of gamification I wondered how and when I would use it in the classroom. Considering traditional gaming and the influence it has on multiple ages, it was clear that using the elements from gaming into any lesson is key. Children are encouraged by competitive nature therefore points and badges are a great way to motivate students until they reach mastery. Students earn points during progress such as when they complete a specific goal or accomplish a milestone. A badge is earned when mastery is met in that specific area. Leaderboards can be utilized for a friendly competition in the classroom or to motivate students to reach their individual goal which improves learning. Students' achievements and current performance ranking is displayed in the classroom on the leaderboard. Just like traditional gaming, students earn points and badges as they move through multiple stages to get to the next level. Progress can be viewed visually as students see their accomplishments. To ensure that these design elements are successfully implemented there are three things I recommend: 
  1. Set a clear goal or objective - What would you like to accomplish with the implementation of gamification?
  2. Create an engaging design - Friendly competitions, interactive learning material or games, challenges, badges, points, etc. 
  3. Utilize an assessment - Use online interactive assessments or non-technology assessments such as challenges, presentations, physical games, etc. 
I was surprised to learn that many of the gamification tools that teachers use I was familiar with because of my two young children using them in their classroom. Kahoot is one that is used in my son's second grade class which is quizzes but game-based affects. What I personally like is that that modes can be regulated at a self-pace which ensure each student can move at their preferred pace. Blooket is a favorite amongst elementary aged children. Teachers can set it to go live where students can play along each other, or it can have homework. Either way it is utilized, you can customize the questions to your liking. Edpuzzle is a great tool for video lessons and interactive questions. ClassDojo allows students to earn points through positive behaviors which promotes a community within the classroom. Sporcle offers customization and fun trivia style quizzes covering multiple subjects. There are so many options available when it comes to selecting a tool or tools for gamification in the classroom. 

                                                       

When establishing gamification in the classroom there are some best practices and tips that I believe should be considered:
  • Establish clear learning goals
  • Engaging but purposeful learning
  • Plan for diverse learning needs
  • Incorporate rewards
  • Analyze feedback 
Students should be assured that they understand the learning objective and have the necessary tools to achieve that which can be done through establishing clear learning goals. Something that I feel is significant to keep in mind is that gamification should not replace teaching but enhance it. Lessons should support the learning objective while engaging students. Having a son who is in special education has contributed to my passion of meeting the needs of diverse students. I respect that gamification can be used to design lessons to meet all students' learnings needs and styles. I believe that students should have a choice in their education which allows their individual learning to be supported. With gamification rewards need to be incorporated. This can be thru points, badges, leaderboards, levels, challenges, etc. The goal is to increase student engagement and motivate them in their learning. One of the most important aspects is to analyze feedback. Teachers who consistently collect feedback after lessons can improve their teaching and student learning. 

As a substitute teacher I have the opportunity to learn different ways teachers manage their classrooms and ways they implement instruction and lessons. There is a difference in the student engagement and learning when teachers only use "traditional teaching" with minimal technology and many handouts verse teachers who use multiple methods in their classroom. Please know that I'm not saying that "traditional" is bad, but I personally believe that it leaves little room for creativity, collaboration, and comprehension. Having a son in special education who spends over 90% of his time in a regular classroom cannot benefit from traditional "one-size-fits-all" approach because it doesn't allow as much adaption for diverse learning needs. I have learned through substituting different classes and grades that no matter what, there is a need for instruction and lessons to be adaptable. Students desire engagement and encouragement; they need a chance to build their critical thinking and problem-solving skills. Students deserve their learning to be taught in a way that fits their needs which is why I feel so strongly about multiple methods of instruction including gamification. 

I plan to be a kindergarten teacher and I'm excited about implementing gamification in their learning at that age level. Technology is ever evolving therefore it is my responsibility as their teacher to help them stay current. I also believe that gamification can help my future students engage in their learning which will build essential skills. I love that I can be part of students developing critical thinking skills which are fundamental for their life. I remember when my son started speech and occupational therapy when he was two years old, everyone told us how significant it was for early intervention. We as parents with our first child didn't know what we didn't know. However, 6 years later I understand what they meant; getting him the services he needed to function typically at such a young age has contributed to his growth today. By introducing gamification and other similar learning strategies and technologies early on like kindergarten, are going to better prepare students for their future. They will begin to build skills that are needed to function in the real world. 


From a millennial mom and an upcoming teacher, I do not understand the reluctance to implementing gamification in the classroom. Children like games, turning education into games feels likes the right thing to do. I can relate with the reluctance due to particular lack of resources, understanding, and unknown of how to implement. I think many teachers share the same concerns when it comes to new ways of teaching or instruction. However, I believe that considering the information given in this article such as setting clear learning goals, personalizing students learning to their needs, and analyzing progress to identify what works and what doesn't can help overcome these challenges. We as current and future teachers can change the way students learn by how we teach. I challenge you to take one lesson and teach it with gamification elements. Then, teach the same lesson without gamification but analyze and compare the two. I think you will be surprised with the result difference. I want to leave you with a quote that has stayed with me since I've heard it a few years ago. Alfred Mercier said, "What we learn with pleasure we never forget". 


Alyssa Ellett is a student at Crowder College pursuing an elementary education degree. She lives in Missouri with her husband and two young children. Her inspiration for teaching derives from her son with a disability. She writes to encourage teachers to adapt their teaching to reach the learning needs of all children. As a future kindergarten teacher, she will use her educational degree to positively impact her student's education. 

/

Gamification has recently increased with expected continued growth. A study from Precedence Research shown a global increase from 2024 to 20...