Why is there a need for gamification in Edtech?

Games have an increased popularity among people in general.
A well-designed gamification solution can be an effective instructional practice. Video games have been used for many years where students can get a chance to practice together. Psychologically speaking, real-time feedback is one of the most powerful ways to reinforce the desired behaviour. Gamification in Edtech is a great mechanism for helping students follow the educational path. Teachers get an easy way of determining which students are ready for the next step, and which require a little bit of extra attention. Research has shown that student engagement will increase when you add real-time feedback with game elements. The increased engagement combined with the support to focus on the educational peers means that the students will keep trying until they have learned everything they can.

What is gamification in Edtech?

Game-based adaptive learning systems and game-based strategies make gamification one of the most important education trends of this decade. According to teachers, gamification and the use of game mechanics will improve motivation and learning. The use of digital learning gamification and game-based strategies is quite new and there are some productive techniques to be aware of as incorporated pedagogy and engaging challenges that promote deeper conceptual learning. A good gamified learning system has built-in productive failure where the gamification design encourages supported failure with instructional feedback. The best learning model is where students learn by creating and testing a hypothesis. A well-calibrated gamification system also balances the level of difficulty. It is important to boost the willingness to fail and keep trying until you succeed and put students into new unfamiliar situations that require them to engage in critical thinking.

Gamification vs other systems in Edtech

There are often two different systems compared when it comes to student motivation and engagement; gamification and game-based learning. They might look similar on the surface, but if we look a little bit closer and we ́ll will find out they are actually quite different systems. Game-Based Learning is a different concept. While Gamification implements some elements of gaming into the learning process, Game-Based Learning completely incorporates learning into a game scenario. It’s about a fully functioning game with a clearly defined learning outcome. Gamification is easier and cheaper to implement where Game-based learning is more timeconsuming. Gamification is better for simpler material that ́s cut into shorter chunks where Game-based learning is better for complex material that requires even stronger engagement. Both Gamification and Game-based learning can truly improve the quality of education by making it fun and engaging for the students.

Gamification and user engagement

Student engagement refers to the extent of a student’s active involvement, the degree of attention, interest, and passion that students show when they take part in the learning process. Student engagement is one of the most important factors associated with improved learning, and much of the research to date has indicated the importance of student engagement leading to a positive impact on learning outcomes (e.g. Carini, Kuh, & Klein, 2006). The popularity to use innovating gamification and gaming concepts within the educational context to promote active learning and solve motivational problems is effective for the learning outcomes. A study (Chanut Poondej and Thanita Lerdpornkulrat, 2016) confirms that gamified learning activities increase student engagement in learning. The results of the study suggest that gamified learning activities should be considered a serious strategy to promote student engagement. Elements of gamification should be integrated into the existing framework of engaged learning because they are the key factors that influence students’ behavior.

Some gamification customer stories and studies from Edtech

In the Customer case from Chalmers, a more interactive and transparent educational approach can lead to a better understanding of what is expected in order to reach the highest grades within higher education. This is shown by researchers at Chalmers University of Technology, Sweden, during a course in automation of production systems, INDUSTRIAL AND MATERIALS SCIENCE, 2018/2019. The gamification of the course “Automation of production systems” at Chalmers has led to impressive improvements. The number of students that completed the coursein creased by 15 percent and the number of students that reached the top grade, 5 out of 5, increased by 284 percent, compared to the previous period. Read more about this case

In addition, there have been studies focused on developing the educational website or software elements of gamification (e.g. Kuo& Chuang, 2016). Their findings were clear: the implementation of a gamification mechanism would increase the level of user engagement. The results of these studies indicated the potential of applying gamification in learning activities, in order to engage students.

GWEN as a Solution in Edtech

GWEN can be implemented in various environments from online classrooms to existing learning management systems to support schools and higher education. GWEN can also be implemented in various environments of HR-systems or even AR/VR-applications. Insert Coins has also developed a stand-alone gamification application with the self-reporting module, used for offline activities within the gamification system for different global enterprises. This to supporting HR departments with onboarding and retraining processes for employees.