Today, in the digital age in which we live, students face a lot of distractions that can hinder their active participation in the learning process. However, gamification, a strategy that incorporates game elements into the educational environment, is an effective solution to reconnect with students, fostering their engagement and motivation in the classroom.. Hence, it is essential to consider it as an integral part of the academic management of your school.
What is gamification and what are its benefits in education?
Gamification consists of applying game elements and dynamics in a non-game context, for example, the classroom, to increase student participation. In this way, the teaching-learning process is facilitated, fundamentally because the game allows students to:
- Feeling emotions
- Arousing curiosity
- Generate fun moments
- Play different roles
- Putting knowledge into practice
- Using creativity
Consequently, some of the benefits of using gamification as a part of academic management are academic management are:
Increasing motivation
First, gamification takes advantage of the intrinsically motivating nature of games to engage learners in dynamics that encourage them to reach goals and overcome obstacles, progressively increasing the level of difficulty. Thus, when they achieve the proposed objectives, they are rewarded with positive reinforcement that encourages them to continue.
Encourage collaboration
Likewise, the essence of most games involves teamwork, where students have to adapt to acting together to overcome challenges and achieve common goals. In doing so, they learn to recognize the contribution of each member of the group and to value their differences.
Promoting active participation
Finally, by making learning an interactive and engaging experience, students become the protagonists of their own learning process, making decisions and solving problems in a safe environment.
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Augmented reality, the next step in gamification
Thanks to the passage of time and the emergence of new technologies, gamification is taking a new direction with the help of augmented reality. So, in addition to being a resource that can be implemented in physical environments, there is now the possibility of taking it to the virtual space, bringing students closer to increasingly real contexts, where they can put their skills into practice in a more effective and immersive way.
In fact, experimenting in simulated environments that replicate real-world situations in an interactive and immersive way is the next step towards more innovative education. Some examples of what can be taught with gamified augmented reality tools are:
- Trips to historical settings where puzzles can be solved
- Virtual labs to perform experiments, observe chemical reactions and manipulate molecules
- Interactive maps to explore various regions and ecosystems of the planet
- Space missions for scientific data collection
The success of gamification: The science behind it
From the above, it is clear that gamification is an excellent and very versatile resource for education; however, the secret behind its success is its scientific basis. From the point of view of neuroscienceFrom the point of view of neuroscience, the game is a crucial tool for learning, both for children and young people, because it allows the creation of spaces where reality is simplified, so that students can explore the world in a safe way and guided by the teacher.
In turn, these processes are related to the secretion of four key neurotransmitters:
Dopamine
It is the neurotransmitter in charge of pleasure and is closely linked to motivation, as well as to reward-oriented behaviors. For this reason, it is stimulated during gamification dynamics, where students overcome challenges and receive recognition.
Oxytocin
Also called the "love or social bonding hormone," it serves to reduce stress and is released during positive emotional connections, e.g., those involving trust, loyalty, generosity, to name a few.
In gamification, it can be enhanced through collaborative work, as well as by creating a welcoming and empathetic school environment, where there is positive feedback.
Serotonin
This neurotransmitter is one of those responsible for stabilizing mood and providing well-being, making it essential to achieve a sense of happiness. Because it is associated with self-esteem, sense of belonging and purpose in life, it can be fostered in the classroom by carrying out meaningful learning that relates to students' daily lives and makes them feel productive.
Endorphins
Like other neurotransmitters, endorphins are released in moments of achievement and overcoming challenges, generating a feeling of euphoria and satisfaction. Some ways to promote their production in the classroom are through physical activities or body movements, as well as through dynamics that, in addition to being competitive, are fun and exciting.
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Gamification and academic management: taking your school to new horizons
There's no doubt about it. In practice, gamification is a valuable resource for reconnecting with learners because it involves them directly in their own learning process, encouraging their eagerness to participate and their enthusiasm to continue taking on challenges. By incorporating game elements, challenges and rewards, gamification creates a stimulating environment, where learners feel motivated and engaged.
All of this translates into a higher level of satisfaction in daily classroom activities, resulting in memorable learning experiences. memorable learning experiencesthat will stay with them for the rest of their lives.
Are you interested in promoting innovative academic management that improves your school's educational experience? At Phidiaswe have more than 18 years of experience dedicated to finding cutting-edge solutions, tailored to each institution.Contact us at and find out how we can help you!
