Gamification in the Classroom
- Christina Bardine

- Jun 15, 2021
- 2 min read
Using games in the classroom can enhance the learning experience. Roblyer & Hughes (2019) describes games as having the following features:
1. Artificial Game Environment
2. Mechanics that rule how the game is conducted
3. Content-based conflict
4. Feedback and assessment (which you will see as an example throughout this video's gameplay of Warframe, developed by Digital Extremes)
As a gamer myself, I can see the benefits and challenges of incorporating games in the classroom. One of the advantages is promoting engagement in the material, teamwork, collaboration, and communication. However, I can see gaming as beneficial in the school would depend on the game and its setup. For example, tabletop games like Dungeons and Dragons promote storytelling, communication, collaboration, and teamwork, while also using math and physics skills to accomplish the task. Disadvantages come when you have someone who doesn't fully understand what gamifying the classroom is all about and would end up with a poor design and implementation. As someone who sees gamification as more than just building an assignment or curricula around the game, it is so much more than that. It can be part of classroom management, competition, especially now that eSports is rising in the University and some High School Sports. Gaming can be considered inappropriate when no learning objective can be found or developed; content can be unsuitable for the audience. There may be cultural differences that students may not be allowed to use gamification in their lives. Keeping the student's parental guardians informed would help figure out where you can do it and not do it. I hope you enjoy this video.
Reference:
Roblyer, M. D., & Hughes, J. E. (2019). Integrating educational technology into teaching: transforming learning across disciplines. New York: Pearson Education, Inc.


Great insights on how gamification boosts classroom engagement and student motivation. The discussion became even more interesting while exploring fashion trends like the Adidas Edison Chen Jacket, which also reflects creativity and modern culture in today’s generation.
Gamification in the classroom works best when small, interactive elements keep learners engaged without pressure, and something as simple as a quick tap challenge like space bar clicker can add that light, competitive energy to break monotony. It mirrors the idea of instant feedback and progress tracking discussed in the thread, where students stay motivated through simple actions. Blending such micro activities into lessons can make participation feel natural rather than forced.
Found this game while scrolling and thought to try it once. Didn’t expect anything big from it. First few rounds were confusing but later it became easier. Now I play it sometimes when I get bored. It runs fine on my phone. No bugs or lag till now. It’s simple and easy to use. Not something I’ll play daily but still okay for time pass and casual playing when you have free time.
Tiranga Game