Using Gamification In eLearning

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Gamification is the application of game-design elements and game principles in non-game contexts. 

Advancement in technology has made game play traverse beyond the realm of entertainment and gain a foothold in the education sector. Helping students to complete a task at hand is one of the goals that nudge educators and researchers to introduce gamification in education. Boredom can completely kill a learner’s interest; they need motivation to carry on.

Gamification And Gaming


Gamification is the idea of adding game elements to a non game situation. Corporate reward programs are a good example.  They reward users for certain behaviors. Starbucks has done a fine job of getting one to spend more money through their rewards program. It’s not the most sophisticated form of gamification, but one is rewarded for making purchases and can earn extra levels by earning stars based on the program structure. Programs like this have added a scoring game mechanic to commerce.



Recent trend in teaching, using fun graphics, wherein concepts are concealed in stories. This camouflage might work for students of Grade 1, but is not a realistic methodology in teaching students of higher grades. For example, math problems might be hidden in the course of a story in a textbook or within a video module. The background might be fun, but ultimately it is just a trick because the student still has to solve the problems.The end result is to learn a concept or gain a skill. If gaming is just about having a fancy background, it in no way motivates a kid.Gamification systems like Class Craft add an adventure game layer on top of the existing course infrastructure. Students create a character, play as part of a team, and earn experience points and rewards based on class-related behaviors. A student can establish his agency real-time by challenging his friends on a topic they have been taught at school.

Gamification is being integrated into the learning process. The process is underway on product, LearnNext, a self-learning platform. Teaching and learning should not be confined to a classroom, thus the LearnNext platform allows students to supplement their education by watching videos, and participating in question–answer sessions and discussions.

Students are lauded for correctly answering the questions, and are not humiliated or penalized, even if they fail. Moreover,it also enables the students to book one-to-one appointment sessions with experts to clarify their doubts.


Points, Badges, And Challenges

Contrary to the deferred gratification obtained through end-term exams, gratification on a gaming platform is instant.  The LearnNext platform has a point and level system, in which the more a user watches the educational video resources and participates in the question–answer sessions and discussions, the higher their level rises.

Furthermore, each student can select their own school listed on the platform and participate in the activities as a representative for that school. Each student earns points for the school and a few stalwarts are even awarded badges for good performance, which are then displayed on their profiles. The students are also offered an option to reimburse points or use them to buy goodies.


Addressing Specific Requirements Of Each Learner

Gamification appropriately addresses the human behavioural patterns and in addition to incentivising the learning progress itself, it also frees the students from boredom.  Learners have different learning needs and a teacher may not be able to set practice papers as per the varying needs of each learner. Gamification of learning can address this problem by introducing activities as per the potential of each learner.

Lack of motivation, which is one of the primary factors that lead to dropouts in schools, can be addressed by gamification of learning.


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