Pros and Cons of Gamification in Education

23 December 2022
Gamification in Education
Gamification in Education

Gamification, or the use of game design elements in non-game contexts, has become a popular trend in education in recent years. Proponents of gamification argue that it can increase student engagement, motivation, and learning outcomes, while opponents claim that it oversimplifies complex subjects and can promote unhealthy competition.

What is Gamification in Education?

Gamification in education refers to the use of game design elements, such as points, badges, and leaderboards, in educational settings to motivate and engage students. These elements are often used in combination with digital learning platforms, such as apps or websites, to create a more interactive and immersive learning experience.

Some examples of gamification in education include:

  • Virtual classrooms that use points and rewards to encourage participation and progress
  • Quizzes and assessments that track progress and offer feedback in the form of badges or trophies
  • Collaborative games and challenges that allow students to work together towards a common goal
  • Virtual simulations and role-playing activities that allow students to apply their knowledge in a real-world setting

Pros of Gamification in Education

Increased Engagement and Motivation

One of the primary benefits of gamification in education is that it can increase student engagement and motivation. According to a 2014 study published in the Journal of Educational Technology and Society, gamification can “enhance motivation, creativity, and problem-solving skills, as well as promote teamwork and collaboration.”

This is because gamification elements, such as points and rewards, tap into our natural desire for competition and achievement. By providing a clear structure and feedback system, gamification can help students stay motivated and focused on their learning goals.

In a 2013 article for EdTech Magazine, educational consultant and author Karl Kapp argued that gamification can “re-engage students who may have lost interest in learning.” He explains:

“Gamification can be used to motivate students to complete tasks and assignments, encouraging them to work harder and learn more in the process. When students see their progress and achievements recognized, they become more motivated to continue learning.”

Gamification can provide clear goals and feedback. Gamification elements such as points and rewards can provide a clear structure and feedback system for students, which can help them stay motivated and focused on their learning goals.

By incorporating elements such as simulations, role-playing, and collaborative challenges, gamification can make learning more interactive and immersive, which can increase student engagement and motivation.

Gamification can promote a sense of accomplishment by providing opportunities for students to earn points, badges, and other rewards. Motivation can be increased if students feel a sense of accomplishment.

Gamification can encourage student choice and control. By allowing students to choose their own learning path and goals, gamification can provide a sense of control and autonomy, which can increase motivation and engagement.

By incorporating elements such as collaboration and teamwork, gamification can foster a sense of community and social interaction, which can increase motivation and engagement.

Improved Learning Outcomes

Another benefit of gamification in education is that it can improve learning outcomes. A 2016 study published in the International Journal of Education and Development using ICT found that gamification can “significantly enhance student learning outcomes.”

This is because gamification can make learning more interactive and engaging, which can lead to better retention of information. Gamification can also encourage students to take an active role in their learning, rather than passively receiving information, which can lead to deeper understanding and application of knowledge.

In a 2014 article for EdTech Magazine, game designer and educational consultant James Paul Gee argued that gamification can help students develop “21st century skills,” such as problem-solving, critical thinking, and collaboration. He explained:

“Gamification encourages students to take on roles and challenges that require them to apply what they’ve learned in order to succeed. It provides opportunities for students to use and demonstrate their knowledge in meaningful and authentic ways.”

Accessibility and Inclusivity

Gamification can also make education more accessible and inclusive, particularly for students with learning differences or disabilities. Digital learning platforms that use gamification elements can allow students to learn at their own pace and provide accommodations, such as text-to-speech or adjustable font sizes.

In a 2014 article for EdTech Magazine, educational consultant and author Karl Kapp argued that gamification can “level the playing field” for students with learning differences or disabilities:

“Gamification can be used to create a more personalized learning experience for students with learning differences or disabilities. By allowing students to progress through material at their own pace and providing accommodations, such as text-to-speech or adjustable font sizes, gamification can help level the playing field for all learners.”

Cons of Gamification in Education

Risk of Oversimplification

One concern with gamification in education is the risk of oversimplifying complex subjects. By reducing learning to a series of points, badges, and rewards, some argue that gamification can undermine the depth and nuance of certain subjects.

In a 2014 article for The Guardian, education researcher Sugata Mitra argued that gamification can “reduce the complexity of education to something that can be measured and tracked.” He explained:

“Gamification can encourage a focus on quick, surface-level learning rather than deep, meaningful understanding. While points and rewards may motivate students to complete tasks and assignments, they may not necessarily foster critical thinking or problem-solving skills.”

Gamification may not promote deep understanding. By reducing learning to a series of points and rewards, gamification may not encourage students to delve deep into a subject and fully understand its complexities. It is important to find ways to promote critical thinking and problem-solving in education.

Gamification may not accurately reflect real-world scenarios. Gamification elements such as simulations and role-playing activities may not accurately reflect real-world scenarios and may oversimplify complex issues. It is important to provide a variety of learning experiences that allow students to apply their knowledge in authentic and meaningful ways.

By focusing on competition and individual achievement, gamification may not encourage students to consider multiple perspectives and viewpoints. It is important to find ways to promote diversity and inclusivity in education.

By reducing learning to a set of predetermined goals and rewards, gamification may not encourage students to think creatively and outside the box. It is important to find ways to promote creativity and innovation in education.

Gamification may not prepare students for real-world challenges. By focusing on predetermined goals and rewards, gamification may not prepare students for the unpredictable nature of real-world challenges and situations. It is important to find ways to encourage adaptability and resilience in education.

Unhealthy Competition

Another concern with gamification in education is the risk of promoting unhealthy competition among students. By using leaderboards and rankings, gamification can create a sense of competition that may not be appropriate or beneficial in an educational setting.

In a 2013 article for EdTech Magazine, educational consultant and author Karl Kapp argued that gamification can “lead to a competitive, cutthroat environment” if not implemented correctly. He explained:

“Gamification can be a powerful tool for motivation and engagement, but it can also lead to a competitive, cutthroat environment if not implemented correctly. It’s important to remember that not all students respond well to competition, and it’s important to balance the use of leaderboards and rankings with other forms of feedback and recognition.”

Competition may not be appropriate for all students. Some students may not respond well to competition and may become demotivated or discouraged if they do not perform as well as their peers. It is important to consider the individual needs and motivations of students and to provide a variety of ways for them to demonstrate their learning.

Gamification elements such as leaderboards and rankings can create a sense of pressure and competition among students, which can lead to increased stress and anxiety. This can be particularly harmful for students who may already struggle with mental health issues.

Competition can discourage collaboration. By focusing on individual achievement, gamification may discourage students from working together and collaborating. Collaboration is an important skill in many fields, and it is important to find ways to promote teamwork and cooperation in education.

Gamification elements such as points and badges may not accurately reflect a student’s understanding or application of knowledge. It is important to use a variety of assessments and evaluation methods to get a more accurate picture of student learning.

A focus on competition and individual achievement may not create a positive and supportive learning environment for all students. It is important to foster a culture of support and inclusivity in education.

Dependence on Technology

Another potential drawback of gamification in education is the reliance on technology. While digital learning platforms and gamification elements can be useful tools for motivation and engagement, they may not be accessible or appropriate for all students.

Dr. Karen L. Murrell suggests that:

“While technology can be a powerful tool for learning, we must be careful not to become too reliant on it. It is important to strike a balance between the use of technology and more traditional forms of education, such as hands-on, experiential learning and face-to-face interaction. Technology should be seen as a supplement to, not a replacement for, these more traditional forms of education.”

Access to technology is not always equal: Not all students have access to the same technology or resources, which can create an unfair advantage for those who do. It is important to consider the impact of technology on students who may not have access to it and to find ways to provide equal opportunities for learning.

While technology can be a useful tool for learning, it can also be a major distraction. Students may be tempted to multitask or use technology for non-educational purposes, which can negatively impact their learning.

Technology is not a one-size-fits-all solution. Different students have different learning styles and preferences. While some may thrive with technology-based learning, others may prefer more traditional methods. It is important to consider the needs and preferences of all students and to provide a variety of learning options.

Technology can be expensive. Implementing technology-based learning can be expensive, both in terms of the initial cost of purchasing the technology and the ongoing cost of maintenance and support. This can be a barrier for schools or educators who may not have the necessary resources.

As teachers, I am sure that we are all very aware that technology can be prone to glitches or malfunctions. Such issues can and do disrupt the learning process. It is important to have backup plans in place in case of technical issues.

Conclusion

The pros and cons of gamification in education are still in their infancy and will continue to be debated for years to come. Extensive research will need to be completed in order to effectively evaluate the impact on educational outcomes.

While gamification in education can increase student engagement, motivation, and learning outcomes, it also carries the risk of oversimplification, unhealthy competition, and dependence on technology. Ultimately, the decision to use gamification in education should be based on the specific needs and goals of the students and the institution.

It is important to carefully consider the potential benefits and drawbacks of gamification and to implement it in a way that promotes meaningful and authentic learning for all students.

COMMENTS

Leave a Reply

Your email address will not be published. Required fields are marked *

    MathsAcademy.com.au

    Delivering high-quality lessons, tutorials, and resources for over 30 years.
    © 2023 MathsAcademy.com.au