Share Your Voice on edCircuit
Home Gamification and Game-Based Learning
Elementary students at classroom tables playing a learning game on tablets, one wearing headphones, a teacher helping in the background and a wall screen showin
Category:

Gamification and Game-Based Learning

Gamification in education means bringing the elements of games, such as points, badges, levels, challenges and instant feedback, into lessons that are not games. Game-based learning goes a step further: students learn by playing a game designed to teach, from a math puzzle to a full simulation. Both aim at the same thing teachers see when students play: motivation, persistence and a willingness to try again after a mistake.

The evidence is encouraging but uneven. Done well, game elements can raise engagement and give students more practice and faster feedback; done poorly, they reward speed over understanding or lose their pull once the novelty wears off. edCircuit's coverage is written for teachers, instructional coaches and school leaders deciding when games help learning. It looks at gamification and critical thinking, how classrooms are using game design today, AI-powered game tools, gamifying subjects from English language arts to financial literacy, and lessons from more than a decade of game-based learning in schools. For classroom technology more widely, see EdTech.

Start with the articles below, then browse the full archive, newest first.

Latest Posts