How Gamification Helps You Learn Faster

If a child or teenager finds it hard to sit still with a textbook, but is drawn to play football or computer games, why not combine these two processes? They are not as contradictory as it may seem at first glance. So let’s take off the blinders of prejudice and arm ourselves with the best self-education techniques to closely study one of the most fashionable trends in the field of education. Meet gamification!

How is technology changing the whole process?

In the world of education, new and promising solutions emerge from time to time to cope with the most difficult problems of each era. In many cases, these solutions, supported by the relevant experts, take the form of new tools and theories that acquire almost magical properties when disseminated in the educational field.

An example of this is the stunning technological breakthrough that was once made by the introduction of interactive whiteboards into public school classrooms. Their appearance only emphasized the importance of the human factor in the educational process, and therefore showed that the tools and resources for learning themselves are only one part of this complex and intricate process called learning.

In a world that is becoming increasingly interconnected and global, digital technologies are becoming the new Promethean fire, capable of articulating and creating a culture that in the West has been dubbed “participatory convergence.” Education is forced to become technological in order to keep up with the times.

One of the most prominent actors on the participatory convergence scene in recent years is gamification.

What is gamification?

Gamification is the use of game elements in non-game contexts to increase people’s motivation, participation, and engagement.

Gamification is applied in a wide variety of areas, including:

  • education;
  • business;
  • health care;
  • tourism;
  • government services.

The concept of gamification has its roots in psychology and game theory . Psychologists have long studied how games influence human behavior and how game principles can be used to motivate people .

In game theory, they are divided into two categories:

  • Formal:These are games that have established rules, a clear goal, and a feedback system.
  • They are more free in form and do not have a specific goal.

Gamification is based on the principles of formal games aimed at motivating people to achieve a specific goal.

Gamification has incorporated the best of both the history of human knowledge and the world of modern technology. It is important to clarify here that we will not use the term “technology” only as a synonym for “digital solutions”. After all, if we turn to the Greek etymology (tekné – technology) and its broader meaning, technology can also refer to all specialized knowledge. Any technical resource applied in a certain field is not necessarily related to the digital world [ M. Á. Valenzuela Alfaro, 2021 ].

In conclusion, it can be argued that gamification, as technical knowledge, is a technology. At the same time, as a technical resource, it can also use digital technologies. Double benefit!

The term ‘gamification’ was first mentioned in 2002 by British programmer Nick Pelling, but it was not until 2010 that it gained wider media coverage due to its use in the corporate sphere as well as in the field of education.

“What is our life? A game!”

In its modern form, gamification is the use of dynamics, elements, and mechanics that belong to a game but are applied to other types of scenarios, practices, or contexts. In short, gamification involves recovering the most stimulating and engaging aspects of a game and incorporating them into scenarios that typically require additional motivation.

If we look at the potential of gamification in education, we will soon understand why it continues to be talked about so much.

Each of us has encountered the hypnotic and captivating power of games in our lives. Their varieties change, but the essence of pleasure remains. Most living beings begin their first steps with the help of games. Funny pranks train strength and dexterity, coordination and outlook. Although humanity has been watching the pranks of various kittens, chickens and puppies with affection for thousands of years, only at the turn of the last centuries scientists managed to immerse themselves in the very essence of pleasure that games give us all.

We are talking about the famous concept of “flow”, immersion in an activity with full concentration of consciousness on it. The author of the concept is the American psychologist of Hungarian origin Mihaly Csikszentmihalyi .

Examples of “flow” can be seen in many everyday activities, especially those that have a highly creative component (for example, in artists when they create a great canvas, or in musicians during a jam session).

One of the important aspects that Csikszentmihalyi emphasized when it comes to being in “flow” is maintaining a balance between the difficulty of the task and the skills that are available to overcome it. In other words, if the task is too difficult and the skills to solve it are not enough, it can cause anxiety and frustration. Likewise, when we are faced with a very simple task, it can seem boring and uninspiring.

As a result, Csikszentmihalyi proposed eight components that characterize flow states, namely:

  • Clear goals.
  • A doable task.
  • Concentration on activity.
  • Light involvement.
  • Loss of sense of time.
  • Disappearance of self-awareness.
  • Control over actions.

Flow is a state of optimal experience in which we literally float through the time and stimuli provided by an activity, which is critical for developing new skills and processing meaningful experiences.

Csikszentmihalyi has been studying the concept of “flow” for many decades. His ideas have greatly influenced modern science and have become generally accepted almost everywhere in the world. However, it would be incorrect to claim that gamification grew out of the concept of “flow”. Rather, ideologists and developers of gamification have successfully used and continue to use the solutions that Csikszentmihalyi, as well as his supporters and followers, tracked and verbalized.

Educators are inclined to believe that the effective implementation of gamification in the field of education can be an important step forward in solving current motivation problems that affect not only compulsory education, but any type of learning.

It may seem obvious that higher motivation influences the level of commitment, which in turn is crucial for strengthening optimal learning capacity [ M. Soriano, 2001 ].

The truth is, however, that by the 21st century, learning models had only recently freed themselves from old concepts that relied almost exclusively on classical conditioning. Few parents today are prepared to see their children as “Pavlov’s dogs . ”

Classical conditioning has been replaced by:

  • Project-based learning.
  • Game-based learning.

They are based on an understanding of the importance of intrinsic motivation and how it enables students to be engaged in a practical and more independent process.

Benjamin Franklin’s famous educational quote , “Tell me and I forget, show me and I remember, involve me and I learn” seems more relevant than ever in today’s educational context.

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Play as an experience

Gamification in education can be better understood by taking a deeper look at the factors involved in the psychology of the game and how the game itself functions in our immediate social environment. It is in these aspects that we find the keys to understanding the fascination that the game evokes and, therefore, what aspects to consider when developing good gamification.

A game is, first and foremost, a space of possibilities. This means that the dynamics created by a game opens the door to new scenarios that are inaccessible in everyday life due to laziness or other limitations. What is the reason for the success of modern quests, exciting video games and classic sports competitions?

From an evolutionary perspective, our passion for play represents a kind of “psychological survival and adaptation kit”. It is the excess of physical and mental energy that we use when we are not busy with priority survival tasks. It is a recreational activity that allows us to train various psychomotor and cognitive skills that will prepare us for the serious challenges of tomorrow [ M. Á. Valenzuela Alfaro, 2021 ].

In other words, play develops skills that can be useful for adaptation and survival. As the American philosopher Bernard Herbert Suits rightly noted: “Play is an attempt to overcome unnecessary obstacles.” But are these obstacles unnecessary in the strict sense of the word? Suits, like other authors, defended the idea that although play activity is not strictly necessary from a performance point of view, it is useful in many other ways.

If this is so, then what is the use of the game?

The German poet Friedrich Schiller believed that only through play can man attain his human condition. In a similar vein, the Dutch philosopher Johan Huizinga believed that games are a catalyst for human sociocultural practices. In short, play is responsible for culture.

Similarly, play is an impulse that allows not only the creation of culture (art, language, poetry, sports, inventions, etc.) but also its recreation, thereby assuming the role of a release valve that calibrates the moods of a large and complex system such as society. In other words, play is also beneficial to personal and social health.

And here we come to the balance between motivation and addiction.

Gamification is the result of an effort to create and maintain a healthy balance between rewards and motivation. To achieve the latter, it is necessary to include aspects that go beyond providing external rewards and demonstrating leadership ratings .

And if you want to learn more about other ways to motivate children and adults, how to set learning goals correctly and remember the necessary information for a long time, welcome to our online program “The Best Self-Education Techniques” .

On the importance of fun

When thinking about the idea of a game, Stanford video game researcher and developer Jane McGonigal says there are some key characteristics that all games have in common, namely:

  • target;
  • rules;
  • feedback;
  • voluntary participation of players [ J. McGonigal, 2011 ].

On the other hand, authors such as Eric Klopfer of MIT emphasize the importance of the concept of freedom in play, a fundamental idea when we talk about the meaning of play.

For Klopfer, the will to play necessarily implies the affirmation of a number of freedoms, namely:

  • Freedom to fail (failure is part of learning).
  • Freedom to experiment (discover new relationships between objects).
  • Freedom to adopt identities (ability to interact with different roles).
  • Freedom to interpret (new information, sensations and stimuli).
  • Freedom to strive as much as you want [ Klopfer, 2009 ].

Intrinsic motivation is critical to engaging students and achieving meaningful learning.

This does not mean that extrinsic motivation (external rewards) should be completely eradicated, but care should be taken in including and overusing it, as it can often even be detrimental to learning.

In fact, some studies argue that using external rewards (material or non-material) can eliminate the intrinsic motivation that already exists in a person [ M. Á. Valenzuela Alfaro, 2021 ].

It is no coincidence that the activities that most interest us have a high intrinsic motivational component, which is why they are so exciting and useful.

And if we agree that fun can be an important component of motivation, it is useful to consider a research project called “The Four Keys to Fun.” Its authors have shown that fun is a powerful magnet that motivates people to play, and as the title of the study suggests, there are four different types of fun to be found in games:

  • Simple fun:motivated by curiosity, exploration, role-playing and creativity.
  • Hardcore Fun:Motivated by the possibility of achieving epic triumph, overcoming difficult obstacles, and feeling brutal.
  • Fun in the company of others:motivated by the opportunity to share experiences with others, whether through competition and/or cooperation.
  • Serious entertainment:motivated by a sense of growth and improvement of the player and his environment [ N. Lazzaro, 2004 ].

As you might expect, not all of us like the same things, and we usually never play just looking for one of the above-mentioned entertainments. Moreover, our preferences for different games largely depend on our mood, as well as our personality.

Taking these variables into account, entire taxonomies of players have been developed, where each type can be associated with a type of entertainment or motivation. A prime example is Yu Kai Chou’s Octalize .

When developing a potential gamification project, it is best to understand these categories and what motivates each player.

Gamification in Education Point by Point

Gamification in education is the application of elements and principles typical of games in an educational context.

The main goals of gamification in education are:

  • Increased motivation.The game nature engages students in the material being studied and stimulates the desire to continue learning and constantly improve.
  • Increased Engagement:Games encourage ongoing participation, keeping students more engaged.
  • Encouraging active learning:Gamification in the classroom encourages hands-on, experiential learning.
  • Developing Soft Skills: In addition to academic knowledge, students develop skills such as collaboration, problem solving , creativity , and more.
  • Developing autonomy.Students experiment independently, driven by their own interests. This encourages active, user-led learning that results from the interactions that exist on platforms that incorporate gamification.
  • Provide a safe learning environment.You’ve probably seen students in your classes who find it difficult to try new things or who are afraid of not doing it well. This is even more common when attending group classes. Gamification helps to take on new challenges, gain self-confidence, and overcome the fear of making mistakes.
  • Individualization of education.Teachers see the progress of each student in various activities, as well as their results. In addition, there may be feedback and interaction between the teacher and the student. On the other hand, the student himself also observes his progress and is aware of his evolution (or degradation!), which also feeds motivation.

The key elements of gamification are:

  • Points and rewards.For completing assignments, participating in classes, or achieving specific goals. Rewards can be material (prizes, certificates, etc.) or non-material (privileges, recognition, etc.)
  • Levels and progression.This system allows you to accumulate points, encouraging constant improvement.
  • Tasks and missions:These are manageable projects that students can complete that provide a sense of adventure and achievement.
  • Immediate feedback:Information on progress and areas for improvement.
  • Competition and cooperation.Achieving a balance between healthy competition and team cooperation.

There are different types of gaming experiences:

  • Participants compete to achieve goals, such as in contests or challenges. This not only increases motivation, but also helps create a dynamic environment.
  • Teamwork:These activities encourage teamwork, where players must cooperate to achieve a common goal.
  • This helps students explore the virtual environment by completing tasks and finding information. This exploration encourages curiosity and independent learning.
  • Storytelling: Storytelling activities include stories for participants to follow. This adds an emotional element to learning, which can make the experience more memorable.
  • Simulation classes use simulations to replicate real-world situations. This allows students to practice skills in a safe environment, preparing them for future situations.

Gamification can be implemented in different ways, adapting it to needs and goals. For example, there are:

  • Educational escape rooms.Students must solve puzzles and riddles related to course content in order to “escape” or advance in the task. This dynamic encourages teamwork, critical thinking, and creativity.
  • Game-based project-based learning( PBL): Students work in teams to solve real-world problems and come up with creative solutions. For example, they can earn points for each completed project step, unlock difficulty levels, and receive immediate feedback on their progress.
  • Knowledge Competitions:Organize question and answer tournaments based on what you learned during the course. Students can participate individually or in teams and earn points and rewards for each correct answer. This activity encourages repetition of concepts.
  • Themed adventures.Create a compelling narrative that unfolds over the course of a semester or school year. Students can take on the roles of characters in a story that evolves as they complete tasks and overcome challenges. For example, a history lesson could be a time travel lesson, where students “travel” to different eras and set out to complete specific missions.

Tips for using gamification are:

  • Know your audience.Understand your learners’ preferences and motivations so you can design experiences that truly resonate with them.
  • Set clear goals.Determine what you want to achieve with gamification. Make sure that learners clearly understand these goals, which will make it easier for them to participate.
  • Keep the balance.Don’t sacrifice educational content for entertainment. It’s vital that gamification complements learning, not replaces it.
  • Encourage collaboration.Create activities that encourage teamwork and interaction among students, as this will enrich the learning process.
  • Evaluate and adjust.Analyze the impact of gamification strategies. It is important to make adjustments based on results and student feedback to ensure ongoing effectiveness.

You can learn more about the intricacies of gamification in our online course, which is called “Gamification” .

Gamification and Dmitry Mendeleev

We know the great Russian scientist Dmitri Mendeleev as the discoverer of the periodic law of chemical elements. However, few people know that it was Mendeleev who successfully introduced the very principles of gamification into education.

After all, this term can be used in different ways:

  • The firstis how to integrate processes from video games into everyday use. The levels of engagement and entertainment value of video games can motivate users to perform tasks that are usually considered boring, such as learning.
  • The second wayis as a process of using game elements to make non-game actions more enjoyable.

Mendeleev was known as an avid card player, so it made sense for him to use cards as a way to categorize the elements in a way he could understand.

Mendeleev turned the classification process into a card game, listing each element and other information on a card and placing them face up on a table. By doing this, he was able to better understand the relationships of each element. Mendeleev published his findings, which led to scientists discovering new elements to fill in the gaps in Mendeleev’s work and further developing the table.

Mendeleev was not the most successful student as a child, but his experiences with games helped him become an influential figure in science. This is a clear example of the impact that gamification can have on all students, regardless of their previous academic achievements [ Smithsonian Science Education Center, 2025 ].

In Mendeleev’s case, the following advantages of gamification can be highlighted:

  • Promotes cognitive developmentin adolescents. Allows for increased activity in brain areas for adequate development. Games that are designed specifically to improve cognitive development are often called “brain games .” They are becoming increasingly popular and are based on various questions and problems that the user must answer or solve. Brain games can improve the speed at which the brain processes and stores information.
  • Helps physical development.Exercises with interactive games are as effective as regular exercises. This form of exercise will be very useful for teenagers who like to play video games but are not currently physically active . In this area of application, gamification has many long-term benefits.
  • Increases engagement in the classroom.It’s all about that “flow” where people forget about their surroundings and become completely immersed in the process, which has a positive effect on the atmosphere in the group, productivity, and camaraderie.
  • Available to all.Gamification can be used as a teaching tool for teenagers with any needs. Science already has successful cases with teaching autistic people.
  • Not limited to the classroom.Like the Internet, gamification exists without regard for physical space, and does not require children to be locked into physical classrooms. Gamification at home is also a great way to get involved in your child’s education!

As gamification becomes more of a buzzword, it’s important not to write it off. Gamification has many benefits that help improve the learning experience for students at all levels. Hopefully, one day, the term gamification will stop being a buzzword and become a ubiquitous term used in classrooms. After all, the principles of gamification have been working for over a century—Mendeleev is proof.

When used correctly, gamification is a tool that can transform the educational process. In addition to making learning more interesting and engaging, it is very useful in preparing students for the real world, equipping them with practical skills and a positive attitude towards lifelong learning [ Universidad Europea, 2024 ].

 

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