Using games or game play elements in the classroom to drive learning outcomes is sill gaining popularity. Though most teachers aren’t ready to embrace bringing serious games like Minecraft into their classrooms, many are willing to gamify learning or use other types of games. That said, getting an idea of how many teachers are (or aren’t) using gamification (or are interested in doing so) is a somewhat difficult task: Many people define gamification in different ways, when it may be a more accurate description to identify different levels of gamification. The handy infographic below takes a look at gamification and more ‘serious gaming’ in organizational learning. It offers some interesting statistics on just what types (or levels) of gamification are happening in classrooms. Keep reading to learn more!
What Kind of Gamification is Happening in the Classroom?
- Of 551 people surveyed, 25% use gamification in learning
- 20% use serious games in learning
- Gamification is the use of game based elements to drive learning
- Simulations are usually software based applications that serve as a representation of a process, event, location, or situation
- Games are systems in which players engage in various ways towards a common goal or a win state. They also have added elements such as storyline, rules, interactivity, and feedback
- Serious games are simulations which have the added elements of games
- 49% felt that gamification improved learning outcomes
- 53% felt that serious games improved learning outcomes