Gamification and Game-Based Learning
Faculty contributor: Ashley Cote, Ed.D., R.N., CNEN, Assistant Professor of Nursing
Gamification and Game-Based Learning are active learning strategies that faculty can incorporate in the classroom to promote student engagement, increase motivation, improve long-term retention of content, and enhance student learning. This resource provides an overview and comparison of both strategies, the research on the benefits of their use, tips for getting started, and suggestions for free tools for each strategy.
Gamification vs. Game-Based Learning (GBL)
Gamification is the process of adding game-like elements to a non-game context. Students are not playing a full game, but are motivated through strategies such as point systems, badges, and leaderboards to encourage desired behaviors like active engagement. An example would be infusing an educational technology tool such as Kahoot! in class to create a fun, formative assessment opportunity.
Gamification is an effective strategy for educators who want to increase student motivation and engagement. It works well across all disciplines and education levels and can be easily integrated into both in-person and online classrooms. This approach is particularly beneficial for gathering formative assessment data in an engaging way. By incentivizing participation, gamification encourages students to actively engage with the material, leading to increased motivation. Research by Dicheva & Dicheva (2017) highlights that gamification can significantly boost student engagement, while Hamari et al. (2014) demonstrate that it supports long-term memory retention and deeper understanding of content.
Game-Based Learning (GBL) involves using actual games as learning tools, where educational experiences are built around the structure of a game. This means leveraging game design elements—such as goals, rules, interactivity, and feedback mechanisms—while replacing the game’s original content with subject-specific learning material. An example would be creating a jeopardy-style review game where students answer questions related to specific content.
In GBL, educational experiences are built around the structure of a game. It is particularly effective for promoting critical thinking, problem-solving, and deep learning in subjects that require applied skills. Research shows that game-based learning encourages active participation, enhances student motivation, and supports knowledge retention by immersing students in scenarios that mimic real-world applications (Wouters et al., 2013).
Gamification vs. Game-Based Learning
|
Gamification |
Game-Based Learning |
Who should use? |
Educators looking to increase student motivation/engagement |
Educators looking to promote critical thinking and problem-solving |
When should it be used? |
Great for gathering formative assessment data |
Effective for case-based learning, simulations, and review activities |
Where can it be implemented? |
In-person and online classrooms
Works across all disciplines and education levels |
In-person and online
Disciplines that require applied learning |
Why implement it? |
Incentivizes participation
Increases student engagement and motivation
Supports long-term memory and deeper understanding of content |
Promotes participation
Increases student motivation and knowledge retention |
Benefits of Combining Gamification with Game-Based Learning
Research has found that combining Gamification with GBL in courses can be very powerful in the classroom:
- Integrating game-based learning (GBL) with gamification increases student engagement by offering interactive experiences and motivational rewards, keeping students actively involved in the material (Hamari, Koivisto, & Sarsa, 2014).
- The incorporation of rewards with GBL promotes deeper cognitive engagement, motivating students to think critically and meaningfully about the content promoting long-term memory (Gee, 2020).
- Combining gamification and GBL fosters collaboration, allowing students to work together, share knowledge, and learn from their peers, thereby enhancing their understanding (Caponetto, Walther, & Morana, 2022).
- The combination of GBL and gamification improves knowledge retention by encouraging active participation and reinforcing learning through feedback and rewards (Anderson & Dill, 2020).
Getting Started with GBL and Gamification
While implementing gamification and GBL may seem like a daunting task, requiring hours of prep work that many faculty don’t have, it may be helpful to consider that small changes can lead to big results. Here are some tips for getting started:
- Start small, introducing just one element at a time (such as points or a quick quizzing game).
- Utilize existing platforms and tools that are readily available.
- Remember that you are not reinventing the wheel but rather repurposing your existing content.
- Collaborate with and/or request feedback from your colleagues. This not only breaks up the workload, but it is a great way to gather new ideas!
- Once you’ve started, iterate and adjust based on student feedback to make the process smoother and more enjoyable.
Gamification Tools
- Kahoot!: A quiz-based tool that adds game-like elements such as points, timers, and leaderboards to encourage participation.
- Mentimeter: A tool for creating interactive presentations with polls, quizzes, and live feedback mechanisms that enhance engagement.
- Plickers: A real-time formative assessment tool that allows teachers to collect instant data through gamified polling.
- Quizizz: Interactive quizzes with features like points, leaderboards, and instant feedback to gamify assessments.
- Gimkit: Quiz-based platform where students earn virtual money for correct answers and use it to "level up."
Game-Based Learning Tools
- Jeopardy Labs: A platform for creating Jeopardy-style quiz games to review content and encourage healthy competition among students.
- Breakout EDU: Provides virtual escape room games that encourage problem-solving and collaboration, facilitating content review and application.
- Flipgrid: A platform that allows students to engage in video discussions around course topics, fostering active learning through role-playing and real-world scenarios.
- Padlet: An interactive platform where students can contribute content, collaborate on projects, and engage in gamified activities related to course material.
- Triventy: A platform for creating live trivia games to review and assess students' knowledge of course content.
Additional Reading on Gamification/GBL
- Gamification in Higher Ed: A How-To Instructional Guide: This book written by Sierra Adare-Tasiwoopa ápi and Nathan Silva is designed to be a step-by-step manual for faculty interested in designing gamified courses. The book describes research on gamification, includes detailed plans for integrating gamification, and gives examples from college courses.
- Game-Based Learning and Gamification: This site from West Chester University provides an overview of both strategies, describes possible instructional uses, recommends tools and tips for each strategy, and offers templates for a variety of games faculty can use in their own classrooms. The site also recommends a few videos demonstrating each strategy.
- Let's Play a Game! College STEM Meets Gamification: This Inside Higher Ed article describes how faculty from different institutions have incorporated gamification in their courses. The article includes images from digital games created by faculty.
- Gamification and Game-Based Learning: Eastern faculty member Ashley Cote led a Teaching and Learning Conversation on 3/4/25 on how she uses both gamification and GBL to enhance student engagement, motivation, and learning. The CTLA Sharepoint site has materials from Dr. Cote's session.