Gamification is used for various applications and processes designed to improve user engagement, and return on investment, data quality, timeliness, and learning. Gamification techniques are used to leverage natural desires for competition, achievement, status, self-expression, altruism, and closure.
One objective of gamification in education is to enhance learning objectives. Additionally, gamification may facilitate assessment. In education, gamification often complements traditional content delivery and assessment techniques. Gamification may provide more efficient opportunities for both surface and deep learning.
One core gamification strategy is rewards for players who accomplish desired tasks. Types of rewards include points, achievement badges or levels, the filling of a progress bar, and virtual currency. Competition is another element of gamification. Making the rewards for accomplishing tasks visible to other players or providing leader boards are ways of encouraging players to compete. Some techniques used in this approach include adding meaningful choice, onboarding with a tutorial, increasing challenge, and adding narrative.
While gamification can motivate students, improve engagement, and enhance learning, there remains some controversy over introducing games into the classroom. Critics of gamification of educational content warn that gamification is only effective when aligned to instructional goals and objectives.