Gamification: How the Word Came to Be, and Why it's Becoming So Central to Learning

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You must have heard of the word gamification by now. By definition, gamification is - the application of game design elements into non-gaming activities. You're literally doing what the name suggests - gamifying something.


Lately, there's more to it than simply gamifying something. It's becoming central to learning. 


Read on to find out more.


How Gamification Came to Be


It probably came to be because people wanted to gamify things.


The word gamification surfaced in the early years of the 21st century, but the idea of applying gaming strategies to motivate learners has been in place for ages. The difference is when we think about gamification, we think about technology like the Prodigy online learning games. But if you think about it, teachers have been creating games to help us learn for as long as we can all remember.


Officially, it was computer designer Nick Pelling in 2002 who introduced us to the term gamification. He had to design a game-like user interface for ATMs and vending machines to make them more interesting. It wasn't until a few years after that that the term gamification kicked off, but Pelling is the true creator.


Why Gamification Works


The question should be - why wouldn't gamification work? All of us have this deep, childlike fondness for gaming. We grew up playing games - board games, video games, games with other kids - and we can all relate to it as an adult. For learning, it just makes sense. It makes it exciting.


Gamification uses intrinsic and extrinsic motivation to make learners' minds more active. For example, getting appeal points or badges (an extrinsic reward) will make the user pursue a task, and satisfaction after solving a puzzle (intrinsic ) will engage learners more in what is being taught.


These game mechanics can animate everyday activities in learning environments. And there are examples of apps you might know. For example, Duolingo has found a way to make users so addicted that they want to keep using the app through streaks, levels, and other gamification features.


Gamification in Education Today


So many apps and education systems have adopted gamification - Duolingo is a great example we've given you.


The tendency to use gaming elements in education is becoming common. Learning environments have had to adapt to new generations, and new generations are more tech-minded. Instead of just a standard classroom management tool, learning management systems features like leaderboards, badges, and tracking progress, and AI personalization are the norm.


Gamification is in every subject - but one of the most interesting is STEM. STEM students can interact with various simulations that assist them in solving real problems, using more practical learning.


Gamification is the future of learning - it's already central to it now. Education systems had to find a way to connect with learners and make the information in the mind. Gamification is the answer everyone was looking for. It'll be interesting to see how much gamification comes into the learning curriculum in mainstream schools over the next few years.