Levelling Up Learning: The Power of Gamification in Higher Education

 

Gamification is the application of game design elements, such as points, badges, and leaderboards, in non-game contexts. In education, this means turning traditional learning activities into experiences that feel more like playing a game rather than sitting through a lecture.

At first glance, gamification might seem more suited to younger learners; this was certainly how I initially felt about gamification. However, I have seen that post-secondary students respond just as enthusiastically. Throughout my journey in a Master's program, the courses I have been enrolled in have incorporated gamified elements, and the results have been promising. I have found that my classmates and I genuinely enjoy the gamified elements. It was not just about fun; it was about feeling seen and rewarded for our efforts.

Here is why it works:

  • Motivation through progress: Students enjoy seeing their points increase or earning badges for completing tasks. These visual indicators of progress tap into intrinsic motivation, providing a sense of accomplishment.
  • Immediate feedback: Gamified systems often offer real-time feedback, helping learners understand what they have mastered and where they need to improve.
  • Healthy competition: Leaderboards and challenges can foster friendly competition, encouraging students to engage more deeply with the material.
  • Increased engagement: When learning feels like a game, students are more likely to stay focused and participate actively.

Gamification needs to be thoughtfully designed to avoid being superficial and overemphasizing competition. The key is to align the game with the learning objectives, ensuring that the game elements enhance rather than distract from the educational goals.

As an assistant professor, I believe that it is time for me to incorporate gamification into my courses and consider what if learning felt more like playing a game?

 

Image shows a university classroom where students interact with gamified elements such as points, badges, leaderboards, and progress bars.
                                                                                (Microsoft Copilot, 2025)

Reference

Microsoft Copilot. (2025). Levelling Up Learning: The Power of Gamification in Higher Education [AI-generated image]. Microsoft Copilot. 

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