Coined in 2002, the term gamification is defined as the process where game-based elements and mechanics are applied in other non-game contexts. Since it leads the user to do a certain set of tasks or to act in a desired way, it tends to increase motivation and confidence levels of the user.
Needless to say, gamification has tremendous potential in the education sector.
In classroom scenarios, particularly, these game-based elements are being incorporated with an aim to provide students the opportunities to act independently, display competence and learn in relationship to others.
This is based on the simple fact that game players dominantly exhibit persistence, risk-taking, attention to detail and problem-solving – all behaviours that would ideally be regularly demonstrated in school.
If you have noticed, our Oust App also instills a sense of competition among its student/user base. You take a quiz, challenge another student to it and compare your score with him or her. Then we have Weekly Leaderboards to help you gauge your performance during the past seven days.
In simple words, gamification improves active learning and class engagement in higher education.
Here are 4 benefits of successful gamification schemes in classrooms:
Ownership of learning
In a game setup, you win or lose. You know that the responsibility of the end result is on you, so you try to work hard. There is a sense of ownership of how you want to study for the test. In Oust App, for instance, there are different subjects and modules.
You take quizzes on the app to test yourself to know how strong or weak your concepts are. In some cases, you might study first and then take the quiz. Gamification ensures a momentum in learning. It keeps you going.
Freedom to fail and try again
There is always a repeat button in such kind of a learning environment. If you fail at something miserably, that is not the end of the world. You have the option to go back to level 1, work on your mistakes and then move forward.
That, in a way, encourages students to learn from their mistakes, rather than just to ignore them. In addition to this, there are no negative repercussions attached to making errors. Since it is not real-life, the mistakes would have no terrible impact whatsoever.
The word “differentiation” means tailoring instruction to meet individual needs. Every classroom has a mix of students from different educational backgrounds, language abilities, attention spans and interests.
This is where differentiated instruction enters the picture, and it aims to:
- Improve learning outcomes
- Increase engagement
- Inspire a love of learning
- Increase self-awareness
- Help students learn more efficiently and with a greater sense of understanding
The core principle of Oust App is to ensure that ensure that all students acquire the same skills and learn the same concepts – but differently. This is the reason why there are difficulty levels to allow you to pick a module accordingly.
The end of taking the differentiated instruction path is the same: To make sure all students perform well, on the same test and in the same subject. The only difference is how the student processes, constructs and makes sense of information in hand.
Gamification has allowed all students in a classroom to learn effectively, regardless of differences in ability.
Multitasking various assignments
If you have noticed, the more you play a video game, the more your chances to excel at it increase. Not only this, you also tend to multitask more as and when you progress with repeated game plays.
Similarly, in a gamified learning scenario, the more you play, the more your ability to multitask improves. This is the reason why students are provided with a manageable set of assignments because their learning is visible through this initiative.
Their way of working becomes flexible and better. The students like to take on more work because they find it challenging and that’s the sole purpose of gamified learning – to challenge! This approach inspires students to discover their own intrinsic motivators to learn and perform better.
If something as boring as “studying” can be converted into a game, then the change will be welcomed with open arms. There are increased levels fun and enjoyment in the classrooms. Students are highly motivated and more engaged towards learning than ever before.
Gamified has put a full stop to all learning woes of students.
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