Gamification is a resource that is being used more and more in the classroom. It is implemented in learning processes due to its many advantages, although there are also those who find it inconvenient. We will talk about one and the other in the following article, but first let's start at the beginning by defining what is gamification in the classroom.
Gamification in education uses game mechanics to enrich and facilitate the learning of subjects. It is composed of three interrelated elements, which are the dynamics, the mechanics and the components. Gamification always it must be tutored by professionals.
Advantages of gamification in the classroom
There are different advantages when it comes to implementing gamification in schools, or at least in part of the subjects, or in certain subjects. One of these advantages is that gambling increases dopamine levels, this causes an increase in attention and motivation naturally. It is undoubtedly what every teacher expects in their classes.
During gamification in classrooms, male and female students have to be active, which increase their involvement. This has to do with the possibility of having direct feedback. This immediate response allows the student to know his level of progress with respect to the subject learned, which in turn leads him to correct mistakes and be more aware of his own learning.
Gamification creates a positive experience around learning, because it carries an emotional application. Games have great potential to provoke and work on the development of emotions such as curiosity, optimism, pride, or security. The game responds to the needs of the student.
Disadvantages of gamification
Some professionals find some disadvantages in introducing gamification in classrooms. One of the most named is that, gamification mostly takes place in an online environment through electronic devices. Some teachers consider that the use of screens is encouraged, which can lead to addiction.
Another disadvantage that is named is the high cost of its implementation with quality criteria. The production of audiovisual educational materials, although it is spreading, is still relatively expensive. In addition, the centers have to renew the educational material and tools they already have.
Although gamification develops a whole series of skills very well, there are others such as oral expression that are very difficult to develop with this method. On the other hand, the possibility that students get distracted by the game and fail to learn, with the consequent loss of time-productivity.
Why is gamification taking over the classroom?
Beyond the advantages and disadvantages, it is clear that more and more schools are using gamification in the classroom. This has to do with the use of ICTs and the search for digital literacy, as one of the learning objectives. Either for a subject, or for certain topics within the curriculum development. There are certain games, serious games, they are specifically designed for learning a specific subject and level.
The most striking thing is the motivating factor for gamification, increases their participation in the classroom and in the learning process itself, which becomes very practical. Gamification helps change perceptions and attitudes. It causes a feeling of well-being that has a direct impact on the retention of knowledge.
Gamification has a double slope, on the one hand, it offers the opportunity to compete against others, or against yourself, to get a better score, greater rewards and higher positions in the leaderboard. While in gamified programs you can work as a team to achieve common goals, it is the team that collaborates in a competitive context. This encourages students to present their ideas and debate them, developing critical thinking.