
Gamification is simply implementing game-based elements into non-game environments, for example websites, learning management systems or online communities. The purpose of this is to create an engaging environment between people and initiate communication. The gamification theory proposes that learners can learn more effectively if gaming methods are applied to learning materials, this allows for pupils to assimilate knowledge and feel more motivated if difficult topics are incorporated with ‘fun’. Further, if teachers begin to use this strategy this enhances the learners ability to work more collaboratively, encourage participation and develop interaction.
In our seminar, our teacher discussed the concept of gaming and many of us spoke on the games we have previously played, while others mentioned games they’re currently playing. Then, we considered the impact that gaming can have on our learning and behaviour, as majority of students referred to games that were aggressive. This raised the following questions, does gaming negatively influence our lives? Can we create change through games? How can we allow for a positive environment to form? To help tackle these questions, as a group we designed our own games which demonstrated educational issues such as bullying, online safety, global warming and health-related problems. Our game was called ‘Learning Land’ and we managed to address almost all these concepts through smaller tasks within the game.
Some of the tasks included in our game:
- Call of Earth– to shoot greenhouse gases and solve the issue of climate change
- Fake Text– find the imposter on a fake texting app helping to prevent rumours and bullying
- My Health– must keep your health 100% to avoid becoming ill, each body part and organ is described along with the function
- Trivia– answer a variety of questions which tackle online safety, increase points by answering quickly
- Bye Bye Bully– the objective is to help those being harassed and bullied, win points and level up to unlock further tasks
Ultimately, through playing this game you are being educated on the many concerns raised in schools, recognising these issues when you are faced with them and essentially preventing them. As a result, within an educational context gaming is extremely useful and can therefore positively influence a person’s behaviour, changing their perspective towards these specific issues allowing them to feel more concerned and passionate about tackling them.

Furthermore, we were later asked about how our games would look like in 30 years. Technology has already evolved at a rapid rate and this will continue to allow for new developments in the near future. For example, artificial intelligence is the simulation of human intelligence processes demonstrated by machines such as speech recognition, visual perception and language translations. In relation to gaming, AI can improve the gaming experience for players allowing a more realistic outlook such as NPCs engaging in conversation with players via voice and screen text and also more reactive to player actions when they are tasked with something within the game. Despite much of the evolution, it seems AI will have further evolved to have complete control and influence over many of the elements involved in gaming in 30 years. For example, ‘Learning Land’ will include new features such as reminding players of targets like greenhouses that they are immediately presented with through voiceovers in ‘Call of Earth’, written text indicated by AI will appear at relevant times when playing in tasks like ‘Fake Text’ to identify the bully, player reactions will be demonstrated more often in games such as ‘Bye-Bye Bully’ to rescue those being harassed. In addition to this, the concept of virtual reality will be more commonly and comfortably adapted to where this will allow the player to have a more convincing and genuine experience of the game, feeling almost like they are inside the game through 3D visual and graphic representation. In the context of Learning Land’, this means games such as ‘My Health’ will have a more detailed and realistic image of the organs and the VR headset will allow a player to move around accordingly in activities such as ‘Call of Earth where they are surrounded by other players and attacked by greenhouse gases. Overall, though online games are already very popular and technology in general, it seems that these will also be used to an adequate level as a tactic to encourage student learning. Therefore, I believe teachers will implement games such as ‘Learning Land’ into lessons to tackle these issues and students will become more reliant with gaming to involve in their work.