Skip to main content

Using Digital Games for Teaching and Learning: What Teachers Should Know About Gamification in the Classroom

In today’s tech-driven world, mastering digital tools is vital for success. Imagine walking into a classroom where learning feels like playing your favorite video game — this is the power of gamification. At the Youngstown State University (YSU) online Master of Science in Education (M.S.Ed.) – Teacher Education – Curriculum and Instruction – Digital Teaching and Learning program, educators learn how to turn this vision into reality. The program focuses on digital teaching and learning, including gamification, which makes education not only effective but also fun.

This article explains how teachers can use digital games to elevate learning, explores the benefits of gamification, shares practical tips for incorporating it into the classroom, and highlights examples from YSU’s Gaming for Educators course.

What Is Gamification?

According to Jordan Nisbet, writing for Prodigy, “Game-based learning [GBL] is a teaching method that uses the power of games to define and support learning outcomes.” Nisbet explains that a “GBL environment achieves this through educational games with elements such as engagement, immediate rewards and healthy competition. All so that while students play, they stay motivated to learn.”

Gamification, therefore, involves incorporating game elements into non-game contexts to enhance engagement and motivation. In education, this means using game design principles and mechanics to create a more dynamic and interactive learning experience. By leveraging play, gamification transforms traditional educational activities into more engaging and effective experiences.

How to Use Gamification in the Classroom

Implementing gamification in the classroom requires thoughtful planning and execution. Educators should start by setting clear objectives, defining the specific learning goals they aim to achieve with gamification, and ensuring the chosen games align with these objectives. It’s beneficial to start small, incorporating simple games at first and gradually introducing more complex ones as teachers and students become more comfortable with the format. The games should complement the curriculum rather than distract from it, serving as tools to reinforce and enhance traditional teaching methods.

Benefits of Gamification in the Classroom

From increased engagement and motivation to collaboration encouragement, gamification in education offers various benefits that enhance the learning experience. “One of the main perks of using interactive games in the classroom is they usually have multiple different levels, making them accessible for children of all capabilities,” observes Dana Corey, writing for Avocor. “With downloadable games, you can usually choose the level, so you could tailor the game for lesser experienced kids first, gradually making it tougher and appropriate for higher-level kids.”

Another benefit of these interactive elements is that they mirror workplace tools and give students a sense of responsibility and accountability over their learning. “By giving students more control over their own education, what they are studying, and how they are studying it, they will also have more accountability over their progress,” notes Hannah Walters, writing for eLearning Industry.

Gamification Examples

For educators interested in gamification, many options are available. The following are just some examples of programs and resources that make learning fun:

  • Prodigy Math. This game turns math practice into an adventure, helping students improve their math skills through engaging challenges and quests.
  • Kahoot!. A popular platform for creating and playing quizzes, Kahoot! makes learning competitive and exciting.
  • Minecraft: Education Edition. This game encourages creativity and collaboration while teaching subjects like mathematics, history and coding.
  • Classcraft. By turning the classroom into a role-playing game, Classcraft enhances student engagement and promotes positive behavior.
  • Quizizz. Like Kahoot!, Quizizz allows students to compete in real-time quizzes, making review sessions more interactive and enjoyable.

Teaching and Learning in the Digital Age

As the digital landscape evolves, educators must adapt and integrate new technologies into their teaching practices. The YSU online M.S.Ed. – Teacher Education – Curriculum and Instruction – Digital Teaching and Learning program offers courses like Gaming for Educators, which prepare teachers to use digital games effectively in their classrooms. This program equips educators with the skills and knowledge necessary to create engaging, technology-enhanced learning environments that cater to the needs of today’s students. With the right strategies and tools, teachers can harness the power of gamification to support student success in an increasingly digital world.

Learn more about YSU’s online Master of Science in Education – Teacher Education – Curriculum and Instruction – Digital Teaching and Learning program.

Related Articles

YSU Skyline Silhouette