Elements of gamification: what you should know

gamification elements

We already spoke in a previous article about what it is, and the advantages and disadvantages of gamification in the classroom. How it benefits the learning processes of students in many cases. Today we will take another step and we will tell you what elements should a game have, which serves as a tool for your child's learning and development.

To remember, we will point out that gamification allows working on resilience and in accepting the ruling as something normal. In addition, the creation of positive emotions, related to the game, provoke greater commitment by the students in the process. Learning becomes interactive.

Elements of gamification

classroom games

Most authors agree that gamification presents tthree basic elements: mechanics, dynamics and aesthetics. These elements together allow the objectives of a gamified system to be achieved. At the same time, each of these gamification elements have different components.

Although the hairsalon named last is actually the gateway to the game. It is the design that brings out the sensations, fantasies, experiences and experiences of children. If the child is not hooked by the game because of its aesthetics, it will not give him the opportunity to know if he likes its dynamics. In the same way the narrative, the history present in the gamified system.

Keep in mind that the three elements, aesthetics, mechanics and dynamics, are linked to each other. In the same way that each component is with one or more higher-level elements. Next we will deal with the other elements, in a brief way, with their components.

Mechanics, one of the elements of gamification

use of ICT learning

To understand us the mechanics are the rules of the game. They are the rules of operation. Through this element, the creator of the game builds the experiences that allow students, in the case of classrooms, to get involved. Obviously it should be treated in a playful way.
We will name the most common mechanics:

  • World and avatar. The space in which the game takes place and the way the player is presented. They present a certain level of customization, these are elements that allow you to customize them. Both the world and the avatar.
  • Rules, are the constraints that make the system stable. Everyone plays by the same rules, until they get unlocks. The unlocks They are special items that allow access to new content.
  • Mission: It is the objective that marks the actions that are carried out. The mission is grouped into levels.
  • Reward: The prizes that they will get while they overcome the proposed challenges. It can be in the form of points, medals, coins,
  • Progress: Usually it is a bar that shows how the game has evolved. The ranking, shows users who are at the top level of the system. And the leaderboard, shows the player's position relative to others.

Also there is the social area, for interaction, gifts, collaboration tools that improve interaction with other users, teams, when boys and girls solve a mission collaboratively.

The dynamics, the actions of gamification

reward games

Dynamics are the actions that arise when children play. They are intended to pique your interest. Therefore, each of the actions they carry out will provoke certain emotions. In dynamics, challenges must be clear and it must be known when they have been overcome. the same.


El goal of gamification in classrooms is learning. So as children use the system they have to acquire new knowledge of strategies, which allow them to overcome more complex challenges. Alliances must exist between the players, and at the same time the competition. In a competitive environment, greater interest and motivation are created, either individually or in a group.

Implementing a gamification strategy in the classroom is relatively simple. The main thing is study what needs of the students must be satisfied. To learn about different gamification platforms and their dynamics, we recommend Kahoot !, Trivinet, Socrative, Duolingo etc.


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