#Gamification Archives - Graduate Programs for Educators https://www.graduateprogram.org/blog/tag/gamification/ Masters and Doctoral Graduate Programs for Educators Wed, 13 Aug 2025 20:42:38 +0000 en-US hourly 1 https://www.graduateprogram.org/wp-content/uploads/2019/05/cropped-gp-favicon-32x32.png #Gamification Archives - Graduate Programs for Educators https://www.graduateprogram.org/blog/tag/gamification/ 32 32 Educational Technology: Gamification in Education https://www.graduateprogram.org/blog/educational-technology-gamification-in-education/ Thu, 20 Oct 2022 14:58:16 +0000 https://www.graduateprogram.org/?p=4358 As a child, you may remember eating the famous snack, Cracker Jack. Maybe you selected this snack because you enjoy the molasses-flavored, caramel-coated peanut popcorn. Or maybe even more than the food itself, it was the prize that you would so eagerly retrieve from the bottom of the cracker jack box that made you choose […]

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As a child, you may remember eating the famous snack, Cracker Jack. Maybe you selected this snack because you enjoy the molasses-flavored, caramel-coated peanut popcorn. Or maybe even more than the food itself, it was the prize that you would so eagerly retrieve from the bottom of the cracker jack box that made you choose this snack in the first place.

Regardless, some may say that back in 1912 with the creation of the American Cracker Jack snack, gamification also came to life. While Cracker Jack may not be gamified in its modern sense, the use of fun and a prize entices people to buy (play, complete, engage, etc.), which is what gamification is all about.

How did gamification continue to rise from the start of its creation, and why is gamification a very suitable educational technology trend?

The Rise of the Gamification in Education

The American Cracker Jack snack provided buyers with the incentive to not only enjoy a delicious snack, but with the purchase of any box you also gained a hidden treasure.

In the same era, but with a slightly different format, 1908 Boy Scouts of America also exhibited an example of gamification when they adopted their badge system. With the badge system, Boy Scouts earn badges over time as they progress through various areas of knowledge.

They wear these badges on their uniform to showcase their accomplishments. The motivation of seeing other fellow scouts obtain and display badges was encouragement for others to work towards the same goals.

Both Cracker Jacks and Boy Scouts are early examples of gamification. When the gamification entered the educational scene, it was seen in similar ways. Students would earn toys or stickers for the completion of work. Other classrooms use visual badges (sticker, star, etc.) to represent students’ hard work. Transforming into this day and age, gamification often involves technology.

There are hundreds (dare I say thousands) of apps and programs that incentivize students with digital coins, stars, or virtual stores where they can buy pretend objects upon completion of their assignments. For many students, gamification is the tool they need to engage, excite, and spark interest in their learnings.

So why is gamification such a suitable ed tech trend, how can it be used in classrooms, and why is it particularly intriguing post-pandemic?

Gamification is an Extremely Valuable Ed Tech Trend

Gamification is a classroom tool that continues to trend all over the world. Students love that they can earn various items as they progress through levels.

Teachers also love using gamification because it encourages students to stick with the material being taught and, in turn, further solidify the content at hand. There are many ways gamification can be used in classrooms through education games, and more.

Ways to Increase Gamification in Education

Below we will explore several ways to gamify your classroom activities that are user-friendly, easy to implement, and sure to be favorites for your students.

Goose Chase

Students love a good scavenger hunt. With GooseChase you can mix the fun of a traditional hunt with technology to gamify your planned activity.

How it works is that teachers build scavenger hunts from the “Game Manager” portion of the website. You can then add missions that students complete by submitting photos, videos, text responses, or check-in points, or simply as an engaging classroom game.

This is a fun way to review for a test:

  • “Find an example of a liquid and take a photo of it.”

Get to know a new space:

  • “Find the poster of our class rules and record yourself reading one of them.”

Kahoot!

Kahoot! is another great way to add some gamification to your classroom. If you are not familiar with this very popular tool, here is your push to try it out.

This game-based learning platform lets students race against each other as they answer questions created by their teacher. Educators can create questions as a unit introduction, as a review for a test, or as a get-to-know-you activity.

There is also a library of pre-made games that cover a variety of topics, so you are likely to be able to find just what you are looking for without taking the time to generate your own quiz. This is a fan favorite for many and will likely be for your students as well!

Classcraft

Classcraft is a free, online educational tool that links teachers with their students to monitor and motivate behavior. Students can level up, work in teams, and earn various powers as they work to follow expected behavior.

Students feel motivated by the custom avatars and enjoy receiving feedback from their peers and teachers. Through reviews, many educators are saying that Classcraft has helped them revive their classrooms as they get back into a “normal” school year, post-pandemic.

Breakout EDU

Breakout EDU is another excellent way to gamify learning and engage students of all levels. The standards-aligned games challenge players as they apply their content knowledge in collaborative ways.

Students uncover clues alongside their peers as they set off on an enriching adventure to unlock the mission. Whether you as a teacher are looking for a five-minute daily activity or enter a full-on immersive experience, Breakout EDU is worth a second look.

Whether or not you were a member of the Boy Scouts or have tried Cracker Jacks, you probably have been motivated one way or another with some incentive. Gamification has combined playing games with obtaining prizes. In education, gamification has become a phenomenon that helps redesign and supercharge learning through classroom games.

Adding a competitive edge with games like Kahoot!, creating engaging activities with GooseChase, or simply assigning a fun BreakoutEDU puzzle can help reignite and revamp learning.

Interested in educational technology and want to expand your knowledge? Check out our available educational technology graduate programs and get started today!

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How Learning Through Gamification Keeps Students Engaged https://www.graduateprogram.org/blog/how-learning-through-games-keeps-students-engaged/ https://www.graduateprogram.org/blog/how-learning-through-games-keeps-students-engaged/#respond Wed, 17 Jul 2019 14:30:29 +0000 https://www.graduateprogram.org/?p=648 Ask most students what they enjoy doing in their spare time and more than likely the answer will involve some sort of game, and most likely that game will involve technology. Because we know this, as educators, we can use this knowledge to our advantage to engage students in activities they will enjoy. Incorporating standards […]

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Ask most students what they enjoy doing in their spare time and more than likely the answer will involve some sort of game, and most likely that game will involve technology. Because we know this, as educators, we can use this knowledge to our advantage to engage students in activities they will enjoy. Incorporating standards through gamification can be one of the most advantageous strategies to use in any academic grade and can easily be incorporated in initial instruction, review, and even in the assessment of skills learned.

What is Gamification? 

Gamification is a way of teaching that involves challenges and game-like strategies to teach, review, or scaffold skills and standards. The idea of using games to engage students is not a new concept. In my early years of teaching in the middle 1990s, it was a trend to incorporate review of skills through a Jeopardy-like game created with index cards and library pockets. Later teachers became more tech-savvy and classroom response clickers were used for students to respond to questions and compete in answering quickly and correctly. Today, with many schools having access to better technology, and some even having one-to-one classrooms, gamification is even easier to implement.

Why Does Gamification Increase Student Engagement?

There is no doubt that students enjoy game-based learning, but teachers may wonder if it truly enhances their learning and engagement. The answer is a resounding, “Yes!” When games are used with intentionality, teachers are able to align them to learning outcomes, which can impact the acquisition of new skills or a review of previously learned material. Games can likewise help build collaboration and encourage teamwork, a necessary workforce skill.

Another benefit of gamification is that it allows students to gain the ability to provide constructive criticism and offer feedback to peers in a constructive manner. This accountable talk is another life-skill that is hard to teach in the classroom where the teacher is the primary lecturer.

Most importantly, because the gaming platform is a very familiar format, students will easily get lost in the lesson and enjoy the learning process because they are so engaged. This form of engagement is proven to motivate students to come to class with an eagerness not often seen in the traditional classroom. Research by Ryan, Rigby, and Przyblski (1) found that gaming fulfills three basic needs in those who play:

  1. The need for autonomy. People have the need to be in control, to make choices, and practice self-sufficiency.
  2. The need for competency. People desire to know the choices they make are valid and allow them to overcome challenges placed in their paths.
  3. The need for relationships. Playing with others, whether on a team or in competition, increases communication skills and promotes collaboration.

Gamification Examples to Try in Your Classroom

There are several competitive assessment online platforms that have students race to answer questions either pre-made or created by the teacher to fit the learning outcomes. With the increased number of students with personal cell phones or tablets, quiz platforms like Kahoot, Quizlet, Blackboard Learn, and Quizzizz, to name a few, allow students to compete in answering questions in real time. The teacher is able to see who has answered correctly and provide direction for those who have a misunderstanding so that feedback is instant, increasing understanding.

Turning assignments into a game is another simple way to allow student choice and provide students with engaging activities. One example is the Tic-Tac-Toe or Bingo Card of tasks. Students are allowed to choose items in a row to complete. These could include a variety of learning style activities so that students are able to choose activities of their interest while learning the same skills or standards. Activities might include creative writing, research-based questions, drawing, or analyzing and problem-solving tasks. When strategically placed, the teacher still has autonomy over the types of activities each child must accomplish, but the student has control over their chosen assignments.

Most people enjoy the chance to participate in a scavenger hunt. This is another game that is easily brought into any class setting and can be done in cooperative groups or independently. Young students may be looking for items of certain parts of speech or sums of mathematical equations while older students may use the internet for research-based inquiry. Prizes or extra points could even be given to those completing the quest first to encourage students to stay on-task and work efficiently.

For more technology-based gaming, there are platforms such as Classcraft, DYKnow, and Class Dojo that allow teachers to incorporate classroom management and parent communication in the same platform where students can compete to earn merit badges for work accomplished, good behavior, and through interactive paths of learning.

Finally, there are many programs and textbook companies who have determined that gamification is the best way to increase engagement and strengthen learning. McGraw-Hill Connect, Starfall, Reading Eggs, IXL, and Study Island are just a few of the many programs that provide differentiated instruction for students while allowing the teacher a chance to monitor progress and collect data on student achievement.

It is very easy to become creative and sprinkle gaming concepts throughout instruction and assessment. Students may be inundated with games during their free time, but it is because they enjoy the competition, the quest, and the achievement. Through gaming, students learn it is okay to make mistakes, as long as you recover and learn in the process. Because gamification is a proven way to motivate students and increase their activity and engagement in learning, it only makes sense that teachers incorporate this strategy in their classroom activities.

References

Ryan, R. M., Rigby, C. S & Przybylski, A. K., (2006). The motivational pull of video games: a self-determination theory approach. Motivation and Emotion. 30, 347-364.

 

*Updated August, 2020

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