The Tech Edvocate

Top Menu

  • Advertisement
  • Apps
  • Home Page
  • Home Page Five (No Sidebar)
  • Home Page Four
  • Home Page Three
  • Home Page Two
  • Home Tech2
  • Icons [No Sidebar]
  • Left Sidbear Page
  • Lynch Educational Consulting
  • My Account
  • My Speaking Page
  • Newsletter Sign Up Confirmation
  • Newsletter Unsubscription
  • Our Brands
  • Page Example
  • Privacy Policy
  • Protected Content
  • Register
  • Request a Product Review
  • Shop
  • Shortcodes Examples
  • Signup
  • Start Here
    • Governance
    • Careers
    • Contact Us
  • Terms and Conditions
  • The Edvocate
  • The Tech Edvocate Product Guide
  • Topics
  • Write For Us
  • Advertise

Main Menu

  • Start Here
    • Our Brands
    • Governance
      • Lynch Educational Consulting, LLC.
      • Dr. Lynch’s Personal Website
      • Careers
    • Write For Us
    • The Tech Edvocate Product Guide
    • Contact Us
    • Books
    • Edupedia
    • Post a Job
    • The Edvocate Podcast
    • Terms and Conditions
    • Privacy Policy
  • Topics
    • Assistive Technology
    • Child Development Tech
    • Early Childhood & K-12 EdTech
    • EdTech Futures
    • EdTech News
    • EdTech Policy & Reform
    • EdTech Startups & Businesses
    • Higher Education EdTech
    • Online Learning & eLearning
    • Parent & Family Tech
    • Personalized Learning
    • Product Reviews
  • Advertise
  • Tech Edvocate Awards
  • The Edvocate
  • Pedagogue
  • School Ratings

logo

The Tech Edvocate

  • Start Here
    • Our Brands
    • Governance
      • Lynch Educational Consulting, LLC.
      • Dr. Lynch’s Personal Website
        • My Speaking Page
      • Careers
    • Write For Us
    • The Tech Edvocate Product Guide
    • Contact Us
    • Books
    • Edupedia
    • Post a Job
    • The Edvocate Podcast
    • Terms and Conditions
    • Privacy Policy
  • Topics
    • Assistive Technology
    • Child Development Tech
    • Early Childhood & K-12 EdTech
    • EdTech Futures
    • EdTech News
    • EdTech Policy & Reform
    • EdTech Startups & Businesses
    • Higher Education EdTech
    • Online Learning & eLearning
    • Parent & Family Tech
    • Personalized Learning
    • Product Reviews
  • Advertise
  • Tech Edvocate Awards
  • The Edvocate
  • Pedagogue
  • School Ratings
  • Viaim Opennote Review: The AI Note-Taker That Disappears Into Your Daily Routine

  • A Visitors Guide to Long Beach (CA), United States

  • A Visitor’s Guide to Fresno (CA), United States

  • A Visitors Guide to New Orleans (LA), United States

  • A Visitors Guide to Sacramento (CA), United States

  • A Visitors Guide to Lyon, France

  • JisuLife Ultra2 Portable Fan: A Powerful Multi-Function Cooling Solution

  • A Visitors Guide to Viña del Mar, Chile

  • A Visitors Guide to Århus, Denmark

  • A Visitors Guide to Bakersfield (CA), United States

Higher Education EdTech
Home›Higher Education EdTech›How Does Gamification Affect the Learning Process?

How Does Gamification Affect the Learning Process?

By Matthew Lynch
January 15, 2017
0
Spread the love

Education is any practice that constructively modifies the way we behave, think, and feel. We as humans always have the desire to learn, regardless of age. We also learn in different ways, owing to intrinsic and extrinsic elements not only related to age but also to the level of development and maturity, personality, experience, as well as genetic and environmental factors. In order to allow students to use and explore their full potential, it is a prerequisite to optimize the educational methods.

How can we make education more enjoyable and more efficient? The answer lies in understanding how students learn. Basic knowledge in educational psychology is indeed what makes good instructors stand out and allows them to convey knowledge efficiently, as required per recipient.

The main learning styles are: (1) visual, relying on images and mindmaps, (2) auditory, using sound, music, and rhythms, (3) physical or learning by doing, (4) verbal, using speech and writing, (5) logical, relying on reasoning to help see the big picture, (6) social or group learning, and (7) solitary, i.e. learning alone or through self-study.

Educational methods currently used are very broad and include academic teaching, practical training, discussion, directed research, and multimedia-based learning. Technology has taken its toll on the educational scene like never before. Indeed, today’s K-12 students have been controversially called digital natives, having been born in the digital era and almost exclusively using technology in their day to day life activities. Moreover, adults and professionals are also adapting to technology and increasing their reliance on it in their day-to-day operations, owing to its omnipresence with the smartphones, tablets, computers, and the internet. These observations suggest a strong influence of technology on all aspects of society.

In the context of education, the trend of using game elements in non-game contexts, termed otherwise gamification, aims at increasing the engagement and motivation of students, capturing their interest to continue learning and influencing their classroom behavior. Although games are today often used in educational environments, the trend remains stigmatized and its use limited due for example to (1) inadequate access to technology, (2) lack of professional expertise in integrating new technologies, and (3) resistance to change.

In order to change this, we need to understand the way gamification may facilitate learning systematically.

Gamification in education may optimize the brain’s processing of new information. This may be facilitated by the general aspects of gamified lessons, with the audio-visual presentation, minimized bites of schematized information, short time lapses, and often repetitive patterns.

New information is lost unless it is stored in our long-term memory through a multi-layered process involving attention, perception, selection, organization and integration of information. The first relay of new data is in our working memory, which can handle only a small amount of information at a time. Miller has suggested that the human brain can process seven pieces of information at one time, which will be lost in 20 seconds if not further processed to reach long-term memory.

The brain processes information in the working memory using two channels—visual and auditory. When information is presented using both channels, the brain, i.e. working memory, can accommodate more new information. However, information overload which may hinder the integration of the new information into long-term memory. Therefore, small chunks of information need to be presented in an organized fashion. This allows the brain to integrate and organize new information to existing schemas in our long-term memory.

Moreover, recent research has suggested that the attention span in humans has decreased from around 12 to 8 seconds. This change has been attributed to the digital revolution, aside from its beneficial effects including faster reaction time and increased ability to multitask. These findings stress the need to adopt modern ways, such as gamification, to transfer new knowledge and information to students and teachers alike.

Gamification in education can improve motivation and engagement. Game elements such as immediate feedback and earning badges for completing the challenges successfully are strongly influential on increasing the students’ drive in engaging in these games even within the walls of a classroom.

Additionally, the social component of gamified learning, whereby students gamify in groups, leads to loads of benefits on the brain function. Indeed, social, intellectual engagement activates neurotransmission in the brain, brain plasticity, and rewiring, and mitigates brain inflammation and the deleterious effects of oxidative stress on the brain. The beneficial effects of social interactions have been interestingly highlighted in delaying dementia in the elderly population.

Gamification modifies the brain’s reward and pleasure center and ameliorates learning. It is well established that games, whereby a person wins or receives positive feedback, can activate the brain’s pleasure circuits by inducing the release of the neurotransmitter dopamine. Educational games are suggested to have the same influence given their elements of winning challenges or successfully achieving a goal. This pleasure during gamified education results thus in a long-lasting affinity for the academic subject or for solving otherwise complex problems.

Furthermore, the influence of games on the pleasure center has important effects on learning per se. Indeed, reward-related signals have been reported to promote the storage of new information into long-term memory through dopaminergic modulation of the midbrain, which activates the hippocampus, a structure primarily involved in learning and memory. Dopamine is also involved in controlling neuronal plasticity within the hippocampus, which is a significant brain phenomenon underlying the acquisition of new information and skills. Moreover, hippocampal memory has been reported to improve following the practice of video games in adults through the stimulation of the brain circuits.

Conclusion

We are at a time where both children and adults spend hours at a time on games. There is evidence that this may have led to changes in the brain functions. Adopting gamification in education to a certain extent may be a healthy initiative to modernize education to go hand in hand with the new digital era.

 

TagsEdtechedtechchatelearningSTEAMSTEM
Previous Article

Does our EdTech Obsession Get in the ...

Next Article

How Big is the EdTech Marketplace?

Matthew Lynch

Related articles More from author

  • EdTech & Innovation

    Edtech in the Classroom: Improving Learning Opportunities for Students with Special Needs

    June 9, 2017
    By Matthew Lynch
  • Best of the Best ListsEarly Childhood & K-12 EdTech

    9 Must-Have Apps and Tools for Kids Who Hate Math

    November 22, 2017
    By Matthew Lynch
  • Uncategorized

    Trailblazers in EdTech: Vicki Davis

    August 4, 2017
    By Matthew Lynch
  • EdTech Policy & Reform

    Why "anti-tech" teachers irk me

    December 8, 2016
    By Matthew Lynch
  • Early Childhood & K-12 EdTech

    What Are the Benefits of Learning to Code as a Child?

    June 7, 2017
    By Matthew Lynch
  • Higher Education EdTech

    Diverse Conversations: The Technology to Successfully Connect College Students

    June 14, 2016
    By Matthew Lynch

Search

Login & Registration

  • Register
  • Log in
  • Entries feed
  • Comments feed
  • WordPress.org

Newsletter

Signup for The Tech Edvocate Newsletter and have the latest in EdTech news and opinion delivered to your email address!

About Us

Since technology is not going anywhere and does more good than harm, adapting is the best course of action. That is where The Tech Edvocate comes in. We plan to cover the PreK-12 and Higher Education EdTech sectors and provide our readers with the latest news and opinion on the subject. From time to time, I will invite other voices to weigh in on important issues in EdTech. We hope to provide a well-rounded, multi-faceted look at the past, present, the future of EdTech in the US and internationally.

We started this journey back in June 2016, and we plan to continue it for many more years to come. I hope that you will join us in this discussion of the past, present and future of EdTech and lend your own insight to the issues that are discussed.

Newsletter

Signup for The Tech Edvocate Newsletter and have the latest in EdTech news and opinion delivered to your email address!

Contact Us

The Tech Edvocate
910 Goddin Street
Richmond, VA 23231
(601) 630-5238
[email protected]

Copyright © 2025 Matthew Lynch. All rights reserved.