The Edvocate

Top Menu

Main Menu

  • Start Here
    • Our Brands
    • Governance
      • Lynch Education Consulting, LLC.
      • Dr. Lynch’s Personal Website
      • Careers
    • Write For Us
    • Books
    • The Tech Edvocate Product Guide
    • Contact Us
    • The Edvocate Podcast
    • Edupedia
    • Pedagogue
    • Terms and Conditions
    • Privacy Policy
  • PreK-12
    • Assessment
    • Assistive Technology
    • Best PreK-12 Schools in America
    • Child Development
    • Classroom Management
    • Early Childhood
    • EdTech & Innovation
    • Education Leadership
    • Equity
    • First Year Teachers
    • Gifted and Talented Education
    • Special Education
    • Parental Involvement
    • Policy & Reform
    • Teachers
  • Higher Ed
    • Best Colleges and Universities
    • Best College and University Programs
    • HBCU’s
    • Diversity
    • Higher Education EdTech
    • Higher Education
    • International Education
  • Advertise
  • The Tech Edvocate Awards
    • The Awards Process
    • Finalists and Winners of The 2025 Tech Edvocate Awards
    • Finalists and Winners of The 2024 Tech Edvocate Awards
    • Finalists and Winners of The 2023 Tech Edvocate Awards
    • Finalists and Winners of The 2021 Tech Edvocate Awards
    • Finalists and Winners of The 2022 Tech Edvocate Awards
    • Finalists and Winners of The 2020 Tech Edvocate Awards
    • Finalists and Winners of The 2019 Tech Edvocate Awards
    • Finalists and Winners of The 2018 Tech Edvocate Awards
    • Finalists and Winners of The 2017 Tech Edvocate Awards
    • Award Seals
  • Apps
    • GPA Calculator for College
    • GPA Calculator for High School
    • Cumulative GPA Calculator
    • Grade Calculator
    • Weighted Grade Calculator
    • Final Grade Calculator
  • The Tech Edvocate
  • Post a Job
  • AI Powered Personal Tutor

logo

The Edvocate

  • Start Here
    • Our Brands
    • Governance
      • Lynch Education Consulting, LLC.
      • Dr. Lynch’s Personal Website
        • My Speaking Page
      • Careers
    • Write For Us
    • Books
    • The Tech Edvocate Product Guide
    • Contact Us
    • The Edvocate Podcast
    • Edupedia
    • Pedagogue
    • Terms and Conditions
    • Privacy Policy
  • PreK-12
    • Assessment
    • Assistive Technology
    • Best PreK-12 Schools in America
    • Child Development
    • Classroom Management
    • Early Childhood
    • EdTech & Innovation
    • Education Leadership
    • Equity
    • First Year Teachers
    • Gifted and Talented Education
    • Special Education
    • Parental Involvement
    • Policy & Reform
    • Teachers
  • Higher Ed
    • Best Colleges and Universities
    • Best College and University Programs
    • HBCU’s
    • Diversity
    • Higher Education EdTech
    • Higher Education
    • International Education
  • Advertise
  • The Tech Edvocate Awards
    • The Awards Process
    • Finalists and Winners of The 2025 Tech Edvocate Awards
    • Finalists and Winners of The 2024 Tech Edvocate Awards
    • Finalists and Winners of The 2023 Tech Edvocate Awards
    • Finalists and Winners of The 2021 Tech Edvocate Awards
    • Finalists and Winners of The 2022 Tech Edvocate Awards
    • Finalists and Winners of The 2020 Tech Edvocate Awards
    • Finalists and Winners of The 2019 Tech Edvocate Awards
    • Finalists and Winners of The 2018 Tech Edvocate Awards
    • Finalists and Winners of The 2017 Tech Edvocate Awards
    • Award Seals
  • Apps
    • GPA Calculator for College
    • GPA Calculator for High School
    • Cumulative GPA Calculator
    • Grade Calculator
    • Weighted Grade Calculator
    • Final Grade Calculator
  • The Tech Edvocate
  • Post a Job
  • AI Powered Personal Tutor
  • Print This Free Kindness Activity Guide for Your Classroom

  • Classroom Posters: Supporting English Language Learners

  • The Ultimate Guide to College Scholarships

  • These Hilarious Quotes From Students Will Have You Rolling

  • Easy Classroom Activities You Can Rinse and Repeat Using Adobe Express for Educators

  • Project-Based Learning Transforms Classroom Dynamics

  • Free Smithsonian Science Activity Guide

  • Should I Switch School Districts for More Money

  • Free Guide: Smart Ideas For Supporting Early Learning at Home

  • What is Inclusion in Education

The Tech Edvocate
Home›The Tech Edvocate›How Does Gamification Affect the Learning Process?

How Does Gamification Affect the Learning Process?

By Matthew Lynch
January 22, 2017
0
Spread the love

Education is any practice that constructively modifies the way we behave, think, and feel. We as humans always have the desire to learn, regardless of age. We also learn in different ways, owing to intrinsic and extrinsic elements not only related to age but also to the level of development and maturity, personality, to experience, as well as genetic and environment to allow students to use and explore their full potential, it is a prerequisite to optimize the educational methods.

How can we make education more enjoyable and more efficient? The answer lies in understanding how students learn. Basic knowledge in educational psychology is indeed what makes good instructors stand out and allows them to convey knowledge efficiently, as required per recipient.

The main learning styles are: (1) visual, relying on images and mindmaps, (2) auditory, using sound, music, and rhythms, (3) physical or learning by doing,(4) verbal, using speech and writing, (5) logical, relying on reasoning to help see the big picture, (6) social or group learning, and (7) solitary, i.e. learning alone or through self-study.

Educational methods currently used are very broad and include academic teaching, practical training, discussion, directed research, and multimedia-based learning. Technology has taken its toll on the educational scene like never before. Indeed, today’s K-12 students have been controversially called digital natives, having been born in the digital era and almost exclusively using technology in their day to day life activities. Moreover, adults and professionals are also adapting to technology and increasing their reliance on it in their day-to-day operations, owing to its omnipresence with the smartphones, tablets, computers, and the internet. These observations suggest a strong influence of technology on all aspects of society.

In the context of education, the trend of using game elements in non-game contexts, termed otherwise gamification, aims at increasing the engagement and motivation of students, capturing their interest to continue learning and influencing their classroom behavior. Although games are today often used in educational environments, the trend remains stigmatized, and its use limited due for example to (1) inadequate access to technology, (2) lack of professional expertise in integrating new technologies, and (3) resistance to change.

To change this, we need to understand the way gamification may facilitate learning systematically.

Gamification in education may optimize the brain’s processing of new information. This may be facilitated by the general aspects of gamified lessons, with the audio-visual presentation, minimized bites of schematized information, short time lapses, and often repetitive patterns.

New information is lost unless it is stored in our long-term memory through a multi-layered process involving attention, perception, selection, organization and integration of information. The first relay of new data is in our working memory, which can handle only a small amount of information at a time. Miller has suggested that the human brain can process seven pieces of information at one time, which will be lost in 20 seconds if not further processed to reach long-term memory.

The brain processes information in the working memory using two channels—visual and auditory. When information is presented using both channels, the brain, i.e. working memory, can accommodate more new information. However, information overload which may hinder the integration of the new information into long-term memory. Therefore, small chunks of information need to be presented in an organized fashion. This allows the brain to integrate and organize new information to existing schemas in our long-term memory.

Moreover, recent research has suggested that the attention span in humans has decreased from around 12 to 8 seconds. This change has been attributed to the digital revolution, aside from its beneficial effects including faster reaction time and increased ability to multitask. These findings stress the need to adopt modern ways, such as gamification, to transfer new knowledge and information to students and teachers alike.

Gamification in education can improve motivation and engagement. Game elements such as immediate feedback and earning badges for completing the challenges successfully are strongly influential on increasing the students’ drive in engaging in these games even within the walls of a classroom.

Additionally, the social component of gamified learning, whereby students gamify in groups, leads to loads of benefits on the brain function. Indeed, social, intellectual engagement activates neurotransmission in the brain, brain plasticity, and rewiring, and mitigates brain inflammation and the deleterious effects of oxidative stress on the brain. The beneficial effects of social interactions have been interestingly highlighted in delaying dementia in the elderly population.

Gamification modifies the brain’s reward and pleasure center and ameliorates learning. It is well established that games, whereby a person wins or receives positive feedback, can activate the brain’s pleasure circuits by inducing the release of the neurotransmitter dopamine. Educational games are suggested to have the same influence given their elements of winning challenges or successfully achieving a goal. This pleasure during gamified education results thus in a long-lasting affinity for the academic subject or for solving otherwise complex problems.

Furthermore, the influence of games on the pleasure center has important effects on learning per se. Indeed, reward-related signals have been reported to promote the storage of new information into long-term memory through dopaminergic modulation of the midbrain, which activates the hippocampus, a structure primarily involved in learning and memory. Dopamine is also involved in controlling neuronal plasticity within the hippocampus, which is a significant brain phenomenon underlying the acquisition of new information and skills. Moreover, hippocampal memory has been reported to improve following the practice of video games in adults through the stimulation of the brain circuits.

Conclusion

We are at a time where both children and adults spend hours at a time on games. There is evidence that this may have led to changes in the brain functions. Adopting gamification in education to a certain extent may be a healthy initiative to modernize education to go hand in hand with the new digital era.

 

TagsEdtechedtechchatelearningSTEAMSTEM
Previous Article

How Virtual Reality is Changing Education

Next Article

Play video games, advance science

Matthew Lynch

Related articles More from author

  • Uncategorized

    9 Edtech Tools to Try

    March 13, 2017
    By Matthew Lynch
  • EdTech & InnovationSecondary Education

    Service-Learning Develops Character in Students

    August 16, 2016
    By Matthew Lynch
  • Early Childhood & K-12 EdTech

    Consider These Six Digital Resources for Your Classroom

    August 29, 2017
    By Matthew Lynch
  • EdTech & InnovationMatthew LynchTeachers

    7 Ways Technology Is Impacting Modern Education

    September 21, 2016
    By Matthew Lynch
  • Digital & Mobile Technology

    Want to Build an Educational App? Read This First

    June 25, 2018
    By Matthew Lynch
  • Policy & ReformTeachers

    How Did We Get Here? Part II: Early Learning in America

    December 17, 2016
    By Matthew Lynch

Search

Registration and Login

  • Register
  • Log in
  • Entries feed
  • Comments feed
  • WordPress.org

Newsletter

Signup for The Edvocate Newsletter and have the latest in P-20 education news and opinion delivered to your email address!

RSS Matthew on Education Week

  • Au Revoir from Education Futures November 20, 2018 Matthew Lynch
  • 6 Steps to Data-Driven Literacy Instruction October 17, 2018 Matthew Lynch
  • Four Keys to a Modern IT Approach in K-12 Schools October 2, 2018 Matthew Lynch
  • What's the Difference Between Burnout and Demoralization, and What Can Teachers Do About It? September 27, 2018 Matthew Lynch
  • Revisiting Using Edtech for Bullying and Suicide Prevention September 10, 2018 Matthew Lynch

About Us

The Edvocate was created in 2014 to argue for shifts in education policy and organization in order to enhance the quality of education and the opportunities for learning afforded to P-20 students in America. What we envisage may not be the most straightforward or the most conventional ideas. We call for a relatively radical and certainly quite comprehensive reorganization of America’s P-20 system.

That reorganization, though, and the underlying effort, will have much to do with reviving the American education system, and reviving a national love of learning.  The Edvocate plans to be one of key architects of this revival, as it continues to advocate for education reform, equity, and innovation.

Newsletter

Signup for The Edvocate Newsletter and have the latest in P-20 education news and opinion delivered to your email address!

Contact

The Edvocate
910 Goddin Street
Richmond, VA 23230
(601) 630-5238
[email protected]
  • situs togel online
  • dentoto
  • situs toto 4d
  • situs toto slot
  • toto slot 4d
Copyright (c) 2025 Matthew Lynch. All rights reserved.