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This article looks at the advantages and disadvantages of learning using gamification.
Gamification refers to the incorporation of playful elements in a non-game context. This serves to change behavior, which should motivate learners to achieve faster learning success. Gamification can be used in many areas. In education, for example. You can find out more about gamification in the article “What is gamification”.
The term “game-based learning” describes the process of incorporating playful elements into the learning context. This takes the form of games. Gamification, on the other hand, does not necessarily have to be implemented in a game or an application. Playful elements can also be used, such as a reward system. This system can be integrated into both teaching processes and independent learning. Game-based learning is intended to convey knowledge in an entertaining way in order to increase motivation to learn more. This principle is implemented in serious games.
Serious games” are games that are designed to impart knowledge in a playful way. In contrast to game-based learning, the focus of serious games is not on imparting knowledge. The focus here is on fun. You can find out more about this in the article “What is a serious game”.
Distrust of learning platforms
Many people still have a skeptical attitude towards the topic of “learning platforms to increase learning success”. Among other things, platforms are mistrusted because they can impair learners' writing skills. Furthermore, devices have no competence. It can also disrupt concentration and tempt students to copy information from the internet.
Gamification in the school sector
In schools, gamification could be perceived as a childish method by older pupils. Learning with gamification also requires more preparation for teachers. In addition, nowadays the subject matter often has to be covered in a short space of time. Although learning applications can reduce the material and present it in a condensed form, learning material can be lost due to the reduction. As a result, the same amount of learning material would not be covered. Due to the abstraction of gamification, the playful elements can lead to an unclear understanding.
Negative effects of competition
Learning success must always be visible. This can drive competition. However, the constant overview of learning success can also have negative consequences. The awarding of points can be perceived as unfair, as the evaluation system gives faster learners an advantage. Only the overall progress is considered and not the individual successes. The competition can also encourage the urge to cheat.
Learning with a learning application requires the possession of certain hardware. This also requires a stable network connection. Not every household can afford this. In addition, there is the extra time spent in front of the screen. This could have health consequences.
Haptic learning
However, learning applications cannot replace haptic learning with the help of books. Reading on paper is perceived differently than in a learning application. The same applies to writing and marking on paper. Haptic learning has been one of the most important perception systems since childhood. You can find out more about the importance of haptic learning in the article “Understanding the world”.
Communicative learning
Talking about what has been learned is extremely important in order to anchor it firmly in the memory. For this reason, school lessons and group work are essential. In order to build up a better understanding of what has been learned, the learner needs constant feedback. This type of direct communication is not possible in learning applications. Despite the importance of haptic and communicative learning, learning applications can serve as an effective tool.
How does gamification help with learning?
Learning is often perceived as unpleasant. Therefore, with the help of gamification, it should be combined with the positive stimulus of “fun”. The learner is conditioned to associate learning with fun. This enables anxiety-free learning and helps to effectively expand and deepen knowledge. Motivation can also be significantly increased. This is due to the innate instinct to play and the reward system in the brain, which is stimulated by playing to release emotions. Cognitive and creative skills are activated in the process. They help to achieve learning success more quickly in both analog and digital learning.
What is the purpose of gamification in the learning process?
Nowadays, the focus is not only on reproducing knowledge that has been learned, but also on understanding it. The aim is to eradicate so-called “bulimic learning”. The ability to apply, transfer and reflect on what has been learned play an important role here. The term “sustainable learning” is becoming increasingly important. Further information can be found in the article “Sustainable learning with gamification”. As a result, a more open approach to the topic of “learning” must be created. Gamification helps here. While complex challenges awaken the thirst for knowledge, playful approaches, interactions, storytelling and explanatory videos achieve more effective learning success.
School subjects can be told in different stories or divided into various mini-games. The levels are divided into individual subject areas and each level has a steadily increasing level of difficulty. The story can also be told with the help of a companion. This explains the tasks to be solved. The packaging of tasks in a more exciting context can also serve to convey a better understanding and enjoyment of the game.
Quests
Quests drive competitive thinking and serve to increase motivation by using cooperative quests. To encourage the player to master the quests, a reward is given at the end of the quest. They can also provide the player with a more exciting experience. Difficult subjects, such as science, can be taught to the player more easily.
Direct feedback
Direct feedback gives the player constant insight into their learning progress. It always shows how much work is still to be done to achieve the goal. Even players who are slow learners can be motivated by small steps forward. Positive feedback makes progress visible, for example through rewards. Your own learning speed can also be determined here
The willingness to learn more can be increased through the use of different media. Tablets and computers can help to increase motivation. Gamification can be used to combat difficulties in learning. This puts a different perspective on learning. A creative approach is used. This aims to reduce inner blockages and inhibitions towards a topic to be learned. Experiments, puzzles and teamwork also provide an emotional learning experience.
Competition is encouraged
Competition must also be encouraged, for example to train healthy self-assessment. This can be achieved with the help of ranking lists. Competing against each other helps to motivate students to improve their own performance. Furthermore, even schools can play against each other. This promotes community as a school.
Since most people find learning difficult or often lack understanding, the subject needs to be taught in a different way. Gamification helps here. The use of playful elements in the learning context blends learning with fun. This promotes sustainable learning and serves to increase motivation. As the individual's own successes are always in view, the individual learning pace can be determined and self-assessment can be trained. Gamification also creates a more open approach to difficult topics. As a result, inhibitions and blockages can be reduced and anxiety-free learning is made possible.
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