What is the Difference Between Gamification and Game-based Learning?


JessicaWenke
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Gamification is not a new concept, however it is often confused with game-based learning and playing games. As more educators begin to implement these two concepts into the classroom, we at Teq think it is important for educators and parents to know the differences between the two concepts, the benefits of creating lessons using gamification and game based activities, and where they both started.

Let’s Talk Gamification

Gamification started with the creation of the first computer game in 1958, Pong, a simple game that mimics tennis. Over the years, games have evolved to be more complex (take World of Warcraft for example—one of the most played computer games of all time having 90 levels and growing).

One of the most popular games in the world, World of Warcraft, has players of the game playing an average of 22-hours a week.
One of the most popular games in the world, World of Warcraft, has players of the game playing an average of 22-hours a week.

Gamification does something special. It cultivates motivation by giving the player points, access to higher levels, and more challenging content. Some common examples of gamification include shopping reward programs, and fitness programs with goal tracking and levels. The educational theory behind this is that motivation is something that students constantly struggle with in the classroom and gamification can help address that.

According to Jane McGonigal, a game designer, players of World of Warcraft spend on average 22 hours per week playing the game. That sounds like a lot of time, and that’s because it is! However, many people like Jane do not believe it is wasted. Throughout this time, gamers develop four specific qualities that help them become better problem solvers and engineers. These qualities also align to the goals of the 21st century skills movement.

The four qualities are as follows:

  1. Urgent Optimism – The urge to take action immediately and believe that success is possible.
  2. Social Fabric – Playing a game with someone takes a certain amount of trust and builds bonding and cooperative skills.
  3. Blissful Productivity – Gamers are happy with spending so much time playing games because it gives them meaning and purpose.
  4. Epic Meaning – The feeling that you are capable of saving the world or implementing some sort of large scale change.
Screen Shot 2016-11-03 at 11.06.29 AM
Gamification does something special. It cultivates motivation by giving the player points, access to higher levels, and more challenging content.

Now I am not saying that schools should start giving their students permission to play World of Warcraft in class, as that wouldn’t necessarily be productive. However, there many resources that are being created and updated everyday to take this idea of cultivating motivation with points, levels, and challenges and applying it to the classroom. Below are two of our favorite programs here at Teq that do just that, a link to view Jane McGonigal’s Ted Talk where she explains the above four qualities gamers have, and a blog post detailing some ways to introduce gamification to your classroom with or without computers!

  1. Prodigy – https://www.prodigygame.com/
  2. Mangahigh – https://www.mangahigh.com/en-us/
  3. Jane McGonigal Ted Talk – https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world?language=en
  4. Ways To Bring Gamification of Education To Your Classroom – https://blog.tophat.com/4-ways-to-gamify-learning-in-your-classroom/

Time for Game-Based Learning

Game-Based Learning(GBL) or Game-Based Activities(GBA) have been used in classrooms ever since I started school and earlier. I remember the excitement the day before a test because the jeopardy board would be up at the front of the room and we were all about to play. Jeopardy is a classic example of a GBA because there is an educational goal associated with the game and the questions asked are meant to review content for a test or quiz. GBA are different than gamification in that GBA do not have levels or systems that allow players to grow and continue on to more challenging content. GBA are also often confused with games, but the difference between the two is significant, games do not have an educational goal.

Jeopardy kids week
Jeopardy is a classic example of a GBA because there is an educational goal associated with the game and the questions asked are meant to review content for a test or quiz.

Some great games that can be used as GBA in the classroom are around the world, memory, hangman, and scavenger hunts. If you have a SMART Board in your classroom the SMART lab activities are perfect for GBL. View the resources provided below to learn more about these games and others that many work in your classroom.

  1. Online PD video (SMART lab) http://onlinepd.teq.com/events/view/13704
  2. List of GBA http://www.teachhub.com/engaging-classroom-games-all-grades

 

To learn more about topics like gamification and the best practices for your classroom, sign up for a free 7-day trial of Teq Online PD. Click on the link below.

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