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The Difference Between Gamification and Game-Based Learning
The Difference Between Gamification and Game-Based Learning
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The Difference
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Gamification and game-based learning are each buzzwords (and buzzphrases) 22.09
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in education. Each can offer your classroom
something, but many mistake one for the other.
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Learn what? That depends—could be simply becoming better at the game, but in most educational settings, students will instead
learning academic and non-academic content by playing games.
Among the ideal uses of game-based learning is learning simulations. Historical simulations like Civilization V are powerful learning
tools, as they allow students to sit with, analyze, interaction with, and otherwise struggle with complexity.
They force players to play the rules of the game’s universe (or they are designed to let the players create their own rules). This
requires students to understand complex ideas—resource management, political tactics, diplomacy, communication, etc. Unlike a
traditional lesson or activity, in game-based learning, unless the student refuses to play they have to learn the rules, and then respond
to a constantly changing world.
Games of any kind—whether serious games like Fate of the World, simulations like “The Universe Sandbox” or popular games like
“The Last of Us” or “Fallout 3”–encourage practice, competition, self-direction, scaffolding, collaboration, trial-and-error persistence,
patience, strategic thinking, self-efficacy (for some), and a variety of other important possibilities.
Gamification is first and foremost about encouragement mechanics and the system that promotes them, while game-based learning is
first and foremost about the game and its cognitive residue (whether from the game’s content, or academic content).
Image attribution flickr user flickeringbrad; The Difference Between Gamification And Game-Based Learning
The Definition Of Gamification x
The definition of gamification is the application of game-like mechanics to non-game entities to encourage a specific behavior.
Gamification is not game-based learning, nor does it require students to play games, with toys, use electronics. It also doesn’t
necessarly require you to create elaborate systems of experience points, unlocks, and badges (though you could).
2. To increase the visibility and perceived importance of otherwise “minor” and less visible actions
Examples
Leaderboards (e.g., Class Valedictorian), badges, trophies, points systems, XP, “unlocking” certain content via mastery of preceding
content.
As stated, gamification is the process of adding game-like mechanics to non-game entities. Another way to think of gamification is
“encouragement mechanics.” A system of carrot sticks to promote desired behavior.
Letter grades are a kind of gamification. Let’s make a game of collecting the most valuable letters. Same with GPA, gold stars, student
of month, trophies, certificates. Perform this action in this game according to these rules and get this reward.
Terry Heick wrote for us recently that “life is itself “gamified”—loosely, through informal social competition (“keeping up with the
Joneses”), to the buzz extreme couponers get comparing receipts, to comparing 401k portfolios, gaining access to “Platinum” or
“Black” credit cards, or collecting frequent flyer miles. Even sticking a push-pin into the map of every traveling destination you’ve ever
visited is a form of “gamification.” As are Boy Scout Badges. You’re making a game out of something that isn’t.”
Obsessing over video games, nor does it absolutely require you or students to play the games (though ideally, you would); it also
doesn’t require video games—that would be video game-base4d learning. It is simply the use of the inherent design of most games
(more on that below) to learn.