
One of my earliest memories of gamified learning was with All The Right Type (ATRT), which is (or was – I’m not sure if it’s used anymore?) a typing program that made learning to type more engaging through interactive lessons and games. It transformed the simple task of typing practice into a fun and rewarding experience. Upon reflection, it helped me improve my keyboarding skills without even realizing it. To this day, fast and accurate typing is one of my strongest skills related to computer use, and I attribute a large part of that to ATRT.
As I progressed through school, I was introduced to IXL. IXL is an online learning platform that offers personalized practice in various subjects like math, language arts, and science, although my experience was just with the math part of the website. IXL’s interactive exercises and games allowed me to practice specific skills at my own pace and made learning more enjoyable and tailored to my individual needs.
In high school, every French class included some independent practice time on Duolingo. I found its repetitive nature and limited context somewhat challenging. The gamified lessons, although engaging at first, often felt disconnected from real-world language usage and lacked depth. Despite not connecting with Duolingo as much as others, I recognize its value as a learning tool and appreciate the innovative approach it brings to language education. I understand why it has become a popular choice for many language learners seeking a more interactive and gamified learning experience.
Throughout my university years, I relied heavily on Quizlet to help me study for exams and review course material. Quizlet’s diverse range of study modes and games, from flashcards to quizzes, allowed me to test my knowledge, reinforce key concepts, and prepare for tests effectively. More recently, platforms like Kahoot! have revolutionized the way students engage with learning through game-based quizzes and interactive challenges. As a student, I can see how it can transform the classroom environment and make learning more interactive and fun.
Reflecting on my educational journey, I realize that the technology-related games I played as a student have shaped my learning experience in unique ways. One question I have is if other students in our class feel the same way. Do others have differing experiences with gamification in the classroom? At what point did technology become a large component of gamification? I asked my parents about their familiarity with gamification and if they could remember aspects from their schooling days, and they could only really remember the classics: Red Rover, Seven-Up, wheelbarrow races, egg and spoon races, etc. It is important to note that many of these are more related to team-building than actual curriculum content.
By critically considering concerns related to gamification in the classroom, educators can create meaningful and effective gamified learning experiences that benefit all students. Here are some of my main concerns related to introducing games as a teaching strategy:
- Overemphasis on competition: gamification may create a competitive environment that pressures students to outperform peers rather than focusing on personal growth
- Equity and accessibility: not all students may have equal access to technology or be familiar with gamified learning platforms (even though I acknowledge that gamification does not always mean technology!)
- Time and resources: developing and implementing effective gamified lessons can be time-consuming and require additional resources, such as training, software, and materials
- Student engagement and motivation: gamification can enhance engagement and motivation, but some students may become disengaged if the activities do not resonate with their interests or learning styles (I found this in my schooling)
In addition to the tools Andrew and Lara have introduced, I found this video to be a helpful overview of some more game-based learning tools 🙂
*This post was written with editorial assistance from ChatGPT*