What is the gamification theory in education?
Gamification is the application of game-design elements and game principles in non-game contexts. It can also be defined as a set of activities and processes to solve problems by using or applying the characteristics of game elements.
Games and game-like elements have been used for thousands of years to teach, entertain, and engage. There are classic game elements like points, badgers, leadership, and timers. Some examples of game elements that can be used to engage and motivate learners to include:
  • Narrative
  • Immediate feedback
  • Fun
  • “Scaffolded learning” with challenges that increase
  • Mastery (for example, in the form of leveling up)
  • Progress indicators (for example, through points/badges/leaderboards, also called PBLs)
  • Social connection
  • Player control.
A classroom that contains some or all of these elements can be considered a “gamified” classroom. The best combination is the ones that create sustained engagement, consider the unique needs of the learners, and do more than just use points and levels to motivate players. The most effective gamification systems make use of other elements such as narrative and connection with fellow players/learners to really capture the learner’s interest. What's interesting is that gamification is not a new concept. Although the term has been used more recently, it has existed in many areas of life since the time of civilization.
If you remember watching Mary Poppins, she sums up gamification quite nicely with the quote "In every job that must be done, there is an element of fun. You find the fun and SNAP! the job's a game." She was onto something here. Mary Poppins knew all the way back in the 1960s that anything could be turned into a fun activity by making it into a game. There were prominent examples of gamification existing even earlier than Mary Poppins however.

What is the difference between game and gamification?

Games are collaborative or competitive activities played according to a set of rules. Gamification is turning the learning process as a whole into a game, while Games-Based Learning (GBL) is using a game as part of the learning process. Serious games and gamification are both trying to solve a problem, motivate, and promote learning using game-based thinking and techniques.
Is gamification a game theory?

Game theory is a method for analyzing calculated circumstances, such as in games, where a person's success is based upon choices. Gamification is the use of game design dynamics and mechanics to solve problems and engage people involved in non-game activities.
The theory of play in education is that learners learn better while having fun. Playing in learning involves the use of game-based elements such as scoring, peer competition, teamwork, and scorecards to help students learn new information and test their knowledge.
The benefits of learning by having fun. Why is it important?

Technology is a big part of our daily lives - changing the way we live, shop, work, play, eat, meet people and socialize. Policymakers are beginning to explore the potential benefits of using technology to simplify teachers' workloads. We have also known for a long time that one thing that many children love - playing games and using some features and applications to support learning -is a great benefit.
A great way to give students meaningful opportunities to apply what they have learned and reduce their affective filter is to make learning fun! When teachers use activities that make learning engaging and fun, students are more likely to participate and take risks. Having fun while learning also helps students retain information better because the process is enjoyable and memorable. At the same time, they are not psychologically pressured and learn more easily. This provides them with more effective memory.

In this blog, we talked about what game theory is and its importance and difference in education. We hope it was useful.