Yewon Na Gamification
Yewon Na Gamification
Yewon Na Gamification
Yewon Na
2016311559
The department of education at skku
There are important things that should not change with changes in learning content
and tools. That is importance of motivation in learning situation. It is not easy for students to
remain highly absorbed in class, but motivation and engagement is important in student's
learning. In this situation, gamification can help solve the problem. gamification can add fun
to the classroom situation and enable students to become engagement. The aim of educational
gamification is to use elements of the game to make hard study fun like games.
education. I will then analyze what are the elements of the game and learn how to use them in
education around three elements of the game. Key point of the text is ‘how can we develop
What is gamification?
The word gamification is first used by Nick Pelling on his company's homepage.
gamification means using the elements and design techniques of games as a means of
stamps and getting a diary, upgrading customers based on their performance at hotels,
airlines, and telecom companies, and providing them with loyalty cards. This means that the
company will be able to gamification the course of consumption and provide customers with
more diverse achievement targets and competitive opportunities. This strategy will motivate
customers to buy or service. by the way, this motivative strategy is also very important in
education. From now on, I will explain how can apply gamification in educational way.
Components of a game
Before we learn how gamification in education, we must first know the elements and
characteristics of the game. There is the discussion of the elements of the game is as follows.
Wittgenstein explained that games have elements in common such as play, rules, and
competition. Klabbers(1999) defined games as activities that involve skills, knowledge and
opportunities to solve problems and beat opponents under certain rules. Schell defines the
characteristics of the game as the following ten: Volunteerism, purpose, competition, rules,
structure. Caillois (2001) defined games as having the following characteristics: fun, limited
time and space, uncertainty of consequences, unproductive activity, rules different from
everyday life, fictional stories. McGonial (2011) presented four characteristics of the game:
In summary, games have the characteristics of goals, rules, feedback, and voluntary
participation. These factors make the game have characteristics such as fun, competition,
confrontation, and the provision of challenges. Using the elements of these games, there are
1
SangKyun Kim, ‘Education, enjoy like games: is there game in your class?’, Korea Game
Institute& Hongneung Science Publishing, 2014, p36
Three ways to gamification categorized by components
The first is technical gamification, that mainly uses the five elements of a game. The
second is a component gamification that uses the mechanism component of a game. The third
1) technical gamification
The visual and auditory stimuli used in the game act on the organization's
information system. This is how educational websites, educational software and apps
offer cute images such as games, which are the most basic forms of gaming.
2) component gamification
a game into the existing environment. Reeves & Read presents 10 factors that can be
3) procedural gamification
organization according to these rules, five senses of content, and the design flow of social
contexts. A way to utilize the design process of a game in the task and structural design of
an organization.
At the beginning of the design of professors, analysis of target analysis takes place. The
project manager, the professor's designer, the education subject field expert, and the student
representative of the education class make the selection of the Range of Educational
Gamification, Analysis of the students ' characteristics, Selecting the Range of Educational
Gamification.
Project managers, teaching, story designers, and game designers participate. They
decide what to do with the motivation factors, design stories, dynamics, and mechanics.
3. Game development
tool makers, and existing IT system managers will participate. In this phase, we develop
educational game programs, graphics, sound, make tools, test and modify them.
4. Game management
The actual educational situation is applied with educational gamification created with
During the effect analysis and improvement phase, project managers, subject area
experts, quality managers, and student representatives are involved. Watching the games in
operation and analyze how much learning performance has improved and whether it was
not necessarily good. Students may be tempted to score points or win by abusing the rules of
the game or may attend classes without understanding the purpose or rules of the game.
Therefore, gamification should be able to improve students ' intrinsic and external
motivations. And be careful about forgetting intrinsic motives and moving on external
one final word, I want to say that Gamification is just one of the tools for good teaching.
What we pursue through gamification is a fun and very well educated. Gamification should
not simply entertain. As a future educator, it is important to use the attributes of the game to
gamification, create good lessons, as well as properly guiding children's inner motivations.