Games & Learning

Games and learning share significant overlap from the use of objectives, points (or grades), and feedback. Games in education seek to apply the technologies and engagement factors of the hyper-successful electronic games sector, and of games more generally, to create engaging learning experiences. There are two methods of utilizing games in learning: 

Game-Based Learning aims to turn education into a game. These types of games usually involve the creation of original games with learning outcomes embedded in the gameplay, called “serious games”. Examples include e-learning apps such as Prodigy or ClassDojo as well as sports for physical education. 

Gamification is “the use of game elements and game design techniques in non-game contexts” (Werbach, 2015).  Elements commonly found in games, such as points, leader-boards, and instant feedback, can be applied to problems in business, education, health and other fields (Werbach, 2015). Gamification of learning only uses aspects of game to enhance learning, without changing the foundational structure of learning. Examples include point systems such as Doulingo or AirMiles as well as crossword puzzles which are a gamified (more fun) type of quiz. 

Opportunity Statement

Venture opportunities in Game-Based Learning and Gamification are available to publishers, game designers, instructional designers, inventors, educators, etc, with practically no age or subject restrictions. A diversification of gaming platforms and worlds expands the opportunity domain.

Prediction Source(s)

Educause – 7 Things You Should Know About Games and Learning

Werbach (2015) – Educause – Gamification

Online Colleges – Tech Trends for 2013

NMC Horizon Report 2013


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