What are Games and Gamification?


The culture around digital games is growing to encompass a substantial proportion of the world’s population, with the age of the average gamer increasing every year. The gaming industry is producing a steady stream of games that continue to expand in their nature and impact — they can be artistic, social, and collaborative, with many allowing massive numbers of people from all over the world to participate simultaneously. A 2013 study by the American Psychological Association (reference? - Ellef.fange.gjelstad Ellef.fange.gjelstad Nov 26, 2014) highlights the cognitive, motivational, emotional, and social impact video games have on human behavior; this significant body of research underlines the overwhelming potential of games to teach new forms of thought and behavior. Studies like these are encouraging the uptake of games into the worlds of commerce, the military, and education, among others. Gamfication — the integration of gaming elements, mechanics, and frameworks into non-game situations and scenarios for training and motivational purposes — has added another level of complexity to discussions surrounding the potential of games to transform teaching and learning. Although still in its nascent stages in education, the gamification of learning environments is gaining support among educators who recognize that effectively designed games can stimulate large gains in engagement, productivity, creativity, and authentic learning.

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(1) How might this technology be relevant to the educational sector you know best?

  • Computer games in school can develop digital skills and digital competence. Combinations of entertainment, excitement, reflection, challenges and tasks that must be solved. Games can be used both as a tool and method for learning subjects. Computer games in school also contributes to motivation, interactivity, creativity, play and cooperation. As many as 90% of Norwegian children between 9 and 16 years report that they play video games according to the survey Children and Media 2014. Framework 21st Century Skills emphasizes problem solving, creativity, critical thinking, communication and cooperation necessary skills for future employment , school and studies. Computer games can be a good entry to practice these skills, including through programming and game design. Use of computer games in subjects challenge the teacher role, but also allows to exploit some of the ICT skills and informal learning that students acquire at leisure. The teacher is no less important in computer games projects, on the contrary, it will in many cases require a skilled educator to see what possibilities lie for learning in various games (Source: http://iktsenteret.no/ressurser/notat-dataspill-i-skolen#.VHiIOb74zV5- morten.soby morten.soby Nov 28, 2014
  • Computer games which is oriented to real learning and motivation, will be more used in the future. We will see a huge rise of relevant gaming in the school lessons. All from history games to science games. Computer games as I see it will contribute to secure motivation, creativity, innovance for the students. - tt.hansenberg tt.hansenberg Dec 7, 2014
  • Using Computer games in school will give new opportunities for customized training. Computer games have the potential to contribute to the self confidense and motivation of students lacking this in traditional teaching. It also has a potential to strengthen the abilities to communicate and cooperate with not only friends and other students from school but across counties and countries. - Ingunn.Bremnes.Stubdal Ingunn.Bremnes.Stubdal Dec 7, 2014
  • Game based learning happens everywhere, but not in schools. There are many reasins for that and games cant replace all the "traditional" ways of learning, but it can give us a powerful tool to use. Gamification i think is for the most part an external motivitaion, but it may have its effects, most likely for smaller children. - stefan.reppe stefan.reppe Dec 7, 2014

(2) What themes are missing from the above description that you think are important?

  • "Gamification" is an overstretched and overused term. It could mean many things from simple gadgets, points and halls of fame -- to large 3d "physical" worlds. - Ellef.fange.gjelstad Ellef.fange.gjelstad Nov 26, 2014
  • It is most likely a to high belief in the transfer effects of games. Progression in games, and being better in a game, might create an illusion of learning rather than anything else. Here it is critical that more research and knowledge in games for education is provided. See for examplehttp://www.jenjenson.com/courses/literaciesandculture/wp-content/uploads/2013/02/linderoth-why-gamers-dont-learn-more.pdf for more on this topic. - ch.tii ch.tii Dec 6, 2014
  • Hardware and money will maybe be a big obstacle, the gaming industry wants to make money, dont educate children, and the schools will never compete with the newest and most popular games. Maybe we can do it in another way, Minecraft for ex - stefan.reppe stefan.reppe Dec 7, 2014
  • New game based apps as Kahoot (https://kahoot.it/#/) is a collection of questions on specific topics. Created by teachers, students, business-people and social users, they are asked in real-time, to an unlimited number of “players”, creating a social, fun and game-like learning environment. - morten.soby morten.soby Dec 7, 2014

(3) What do you see as the potential impact of this technology on teaching, learning, or creative inquiry?

  • Gamification can be used in very interesting ways. See this example from the American Center for Disease Control and Prevention. It is about preparing for the Zombie Apocalypse: http://blogs.cdc.gov/publichealthmatters/2011/05/preparedness-101-zombie-apocalypse/ (- kristine kristine Nov 20, 2014)
  • See Jane McGonigals TED talks about the topic here: https://www.ted.com/speakers/jane_mcgonigal - kristineploug kristineploug Nov 28, 2014
  • Could add a fun dimension to learning but maybe not replace anything. I've played video games all my life. For me games are fun (when you win) while learning is interesting. - martin.claesson martin.claesson Dec 2, 2014
  • Games might be used in education in mainly four ways - as the medium of learning in itself (where the game system correlates with the learning outcomes), as an environment for learning (such as Minecraft, where the game system creates learning opportunities that has to be provided for, as a toolbox for gamification (where understanding and knowing about game design, game systems and game studies in general might be used to address issues of the learning system or context of learning), or as tools of creation, where the design of the game in itself (through for example Scratch and similar tools) is the essential learning experience. - ch.tii ch.tii Dec 6, 2014- morten.soby morten.soby Dec 7, 2014 - stefan stefan Dec 7, 2014

(4) Do you have or know of a project working in this area?


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