Gamification in further education

Introduction

Gamification is a term that crops up time and time again. Not least because it feels like every app uses it. Education is no exception. But what is it? Gamification refers to the integration of game elements into non-game environments. In principle, it can be integrated anywhere. Websites, apps, forums and social media are the main areas of application, driven by digitalisation. Gamification aims to make tasks more attractive in a playful way.

The term was coined by game designer Nick Pelling in 2002. Three years later, the Bunchball platform was founded with the aim of increasing engagement on websites through game mechanics. Over the next few years, more and more game mechanics such as role-playing elements and badges were integrated into websites, apps and game consoles. However, gamification really began to explode in the 2010s. Supported by TedTalks, summit meetings and research, more and more companies are starting to incorporate gamification into their products and services. At the same time, more and more companies are emerging that specialise in gamification. It can now be found in virtually every app and area of life. This is no different in education. Duolingo, Quizlet and Kahoot! are prominent examples of gamification in educational applications.

Psychological foundations

Gamification is based on sound psychological theories. The foundation is formed by self-determination theory (SDT). SDT distinguishes between intrinsic (self-driven) and extrinsic (external rewards) motivation. SDT considers intrinsic motivation to be more valuable. Intrinsic motivation arises when basic needs for competence, autonomy and belonging are met – precisely the things that gamification addresses.

Reward systems are a key factor in gamification. This is primarily achieved through the use of reward systems such as points, badges and levels. Receiving these variable rewards for completed tasks leads to the release of dopamine, which encourages regular participation by users.

Gamification also leads to flow states. Coined by Mihaly Csikszentmihalyi, this term describes a state of deep concentration in which learners forget time and extraneous thoughts and focus completely on the tasks at hand. Flow is characterised by clear goals, immediate feedback and a balance between challenge and ability.

graphic showing/explaining how the flow state works to underline its effect in gamification
The Flow State, C.Löser

Gamification relies on a combination of SDT and flow theory, resulting in sustained engagement and an optimal learning experience. Basic needs are satisfied, intrinsic motivation arises and thus increases the likelihood of a flow state occurring.

Gamification elements

grafik of badges, goals, notifications in gamification

The elements of gamification consist of points, badges, levels, quests/challenges, immediate feedback, leaderboards and storytelling.

Points, badges & leaderboards

Points (often abbreviated as EXP/XP), badges and leaderboards form the central trio of gamification mechanics. They have a motivating effect, are easy to implement and promote progress and competition. Points are used to reward learners for completing tasks. Badges are awarded as a visual representation of achievements. These can be milestones achieved (e.g. 10 tasks completed) or specific achievements/behaviours (e.g. 3 tasks completed correctly in a row). Leaderboards are rankings that list players based on their accumulated points. This allows comparisons to be made, which in turn creates incentives to earn more points in order to be ranked higher.

Levels, quests & challenges

In addition to points, badges and leaderboards, levels, quests and challenges are also central elements of gamification. They serve to structure learning and promote goal orientation and intrinsic engagement.

Immediate feedback

Immediate feedback (e.g. through scoring or progress bars) helps learners to self-correct and encourages them to continue engaging with the material. These are fundamental aspects of motivated learning.

Storytelling

Narrative contexts, story frames and avatars create an immersive learning experience that gives tasks a deeper meaning that goes beyond mere point logic.

Social mechanics & team play

Gamification can include cooperative elements such as group quests, team points or team rankings to promote joint learning processes. These mechanics strengthen social learning and motivation.

Gamification vs. game-based learning

People often hear about game-based learning and think they mean gamification, or vice versa. While they are related concepts, they differ fundamentally in their approach and depth. While gamification simply integrates game mechanics into learning activities, game-based learning involves complete learning games. Gamification is therefore easy to integrate and motivating, but remains limited in depth. Game-based learning, on the other hand, is highly immersive and promotes deep learning and problem-solving skills. It is ideal for more complex educational goals, but is also much more time-consuming and costly to develop.

Advantages in continuing education

Gamification brings many advantages to traditional learning strategies. Their elements such as points, badges, levels and immediate feedback significantly increase engagement, productivity and motivation to learn. Repeated interactions, clear goal structures and individually visible progress result in sustainable learning and retention. In group contexts, joint tasks and competitive mechanisms can also increase social interaction and teamwork.

Technological possibilities

Tools and platforms

excamples of gamification in education: duolingo, kahoot!, quizlet, classcraft

The widespread use of gamification also provides interesting examples of applications in the field of education. The prime example is the language learning app Duolingo. Duolingo has adopted gamification as the basis for its learning strategy. They use points, streaks (unbroken number of days on which the app is used), badges, levels and personalised messages to encourage users to use the app. The learning lessons are bite-sized and designed to be completed in a few minutes each day, with the aim of creating sustainable learning through repeated use of the app.

Kahoot! is already a classic in the classroom (or on Zoom calls). Kahoot! lets you start live quizzes where questions can be answered on a PC or smartphone. Points are awarded for correct answers and speed, and learners are listed in a leaderboard. This ensures that participants are more engaged because they are in a competitive environment.

Quizlet is a digital learning platform that uses flashcards, interactive games and quizzes to help users review and memorise knowledge in a fun way, offering a gamified alternative to traditional flashcards. It includes elements such as points, badges, streaks and progress bars and can be used individually or in groups.

Classcraft transforms the classroom into an adventure. It is an educational role-playing game in which learners create avatars, complete quests and earn points as a team for ous achievements and good behaviour. It strengthens team spirit and makes lessons more fun.

Learning Management Systems (LMS)

Graphic showing gamification in learning management systems

Learning Management Systems are software web platforms for managing and delivering learning content. The purpose of LMS is course management, attendance monitoring, assessment, communication and automation of courses. They are typically used in educational institutions, companies and public organisations. LMS are an ideal fit for integrating gamification elements. Our partner Area9, for example, uses gamified elements such as badges, progress indicators and adaptive learning content. Learn more about Area9 and adaptive learning here.

Challenges and criticism

Despite its many advantages, gamification is not without its challenges and criticism. Criticism crystallises around the following issues in particular:

Manipulation vs. motivation

One of the main challenges is the so-called overjustification effect. This states that the introduction of extrinsic rewards can destroy intrinsic motivation. There is a shift from intrinsic to extrinsic motivation. When this extrinsic motivation is removed, interest collapses. Critics warn that poorly designed gamification tends to create a feeling of artificial reward and can act more like behaviour control than genuine motivation to learn.

“Gamification fatigue” and overload

Too much or incorrectly used gamification can also have the opposite effect. Excessive use can lead to cognitive fatigue. This manifests itself in a loss of focus, decision overload and emotional sensitivity. If gamification elements are used incorrectly, it can lead to reduced performance and motivation problems. Furthermore, the novelty effect can also come into play, causing an initial surge in motivation to decline over time as the appeal of the rewards wears off.

Target group-specific acceptance

The acceptance and impact of gamification depend on a number of target group-specific factors. User profile, age, field of study and social anxiety have a major impact on the acceptance of gamification. Some learners, for example, may find badges irrelevant or distracting.

Trends and outlook

person going through gamification elements to get towards stars

Although gamification is already widespread, its growth is far from over. New technologies and trends can further deepen gamification and open up completely new possibilities in hybrid forms.

Artificial intelligence (AI) already offers the possibility of integrating adaptive learning paths that adapt to the knowledge and information intake of learners. They can also analyse learning behaviour and award tailor-made rewards for individual achievements. Extended reality (XR), on the other hand, enables specific scenarios such as conversation situations, driver training and technical training to be practised in a risk-free, immersive environment. Soft skills in particular can be trained through such immersive simulations. By integrating AI into such simulations, it is already possible to obtain direct feedback on performance.

The future of continuing education in the workplace is adaptive, immersive and learner-centred. Gamification plays a central role in this as a motivational tool and an integral part of future-proof learning strategies.

Would you like to learn more about gamification? Then take a look at the video by our managing director Roland von Euw:

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