gamification educationGamification has several definitions which are close to each others (see below).
The present infographic on the Gamification of Education has been published by
it is mainly focused on the US market, but it translates a a deep coming change in the education sector and in the communication sector as well within the society.




Gamification, a few definitions: (not to be confused with the Game theory)

  • a process of using game thinking and mechanics to engage users.
  • integrating game dynamics into your site, service, community, content or campaign in order to drive participation.
  • The use of game mechanics & rewards for non-game applications in order to increase engagement and loyalty.
  • Wikipedia definition, which covers the spectrum well: Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems. Gamification has been studied and applied in several domains, such as to improve user engagement, physical exercise, return on investment, data quality, timeliness, and learning. A review of research on gamification shows that most studies on gamification find positive effects from gamification.

As reported by Youtopia in its article on "Gamification in Education: Creating New Techniques for Students", gamification in education can be an effective motivational tool for engagement. Some educators spot increases in student engagement while others see skill acquisition benefits. It can also be a tool for enabling teachers to guide and reward their students and in terms of game mechanics, urgent optimism is a powerful force to get the classroom to take action quickly, keeping them on task and highly motivated. Some schools have developed a common core-based language arts curriculum that is entirely based on "World of Warcraft." Algebraic equations are being solved by the implementation of "Angry Birds" to illustrate parabolic movement and provide students with impetus. Other programs, primarily those that focus on physical education, have even introduced "Dance Dance Revolution" to get the kids moving. 

I you combine that approach with the one based on developing wiki-culture and collaborative mindset as the project, you can start leveraging education as well as new ways of adding value on informal and non-formal learning.


 Gamification education by