Gamification has several definitions, but a simple one would be: it is to apply game elements (items, rules, goals, rewards…) to non game contexts in order to improve the outcomes, engagement and diversion of the participants.
Seeming a buzzword nowadays, as it is indeed, it has been widely used in several fields for many years, and, for sure, you’ve been a target of it anytime during your life, or, even more, you’ve used it unconsciously. For example, rewards given to children in exchange of good grades; points earned at the gas station; collectible yogurt glasses; or badges earned in forums.
Being a general philosophy, it can be tricky to get the use of it in Education. On the one hand, the educational world and its actors differ from others. There are plenty of emerging and growing technological systems, that not always let gamification fit in. Teachers lack handbooks to clearly know how to start up the process, and many of them don’t have a technological profile. And, finally, gamification has multiple stages to be considered (analysis, design, implementation, measurement and readjustment).
Go on reading at: