A text prepared on the basis of conference and workshop discussions as a result of Questions & Answers sessions. It relates to questions, doubts, and conclusions posed by teachers and conference participants.
Necessary Definitions for Understanding Gamification in Education. A Short Guide for Teachers and Educators.
Abstract
On one hand gamification has been around for 20 years, but on the other, we are just learning how to recognise well gamified courses and then apply them as ready-made solutions for thousands of teachers. The heated debate between gamification opponents and enthusiasts cannot develop if we all do not understand basic terms. Gamification introduced in marketing, recruiting or promoting, shares the same game components employed to enhance engagement, but the school environment has its peculiar features. This makes the whole process of gamifying lessons and courses quite specific in respect to goals, paths to mastery, assessment, recognising achievements, etc. The same applies to the amount of games and playful activities in education; there is no counterpart in business. Still, the discussion concerning the gamification of education has to be based on the mutual consent in respect to basic terms, available and advisable game components, and goals which gamification can and cannot achieve. The following article presents a number of explanations with examples, which should allow teachers and educators ponder on the advantages and disadvantages of games, playful activities, educational games, and gamification, among other (un)related terms.
KEYWORDS: gamification, education, framework, motivation, engagement
Necessary Definitions for Understanding Gamification in Education
A Short Guide for Teachers and Educators
INTRODUCTION
The first and one of the most prominent lessons educators learnt from games and gamification is that players do not have to play any games, but they still do… This may seem a trivial comment, but while facing a group of students, this is something we would all like to see: a group of learners who do not have to learn anything, but they still do… This article presents a few tenets of gamification in relation to education in order to provide educators and teachers alike with down-to-earth definitions and explanations of gamification-related terms while providing a handful of examples as well. Consequently differences between such terms as games, educational games, game-based learning, and project-based learning, should become clear as it is vital in the discussion and in the efficient application of modern techniques and technologies in education, be it gamification or any other methodology. The article is based on the practical approach of an educator with a dozen of successfully gamified course conducted in the last decade. Consequently, provided definitions and examples are finally translated into a number of suggestions and remarks for gamifiers aka engagement designers.
PART I: GAMIFICATION AND OTHER (UN)RELATED TERMS
As foundations are of prime importance when analysing results of complex systems, it is necessary to understand what gamification is and how it differs from other educational and non-educational terms: games, playful activities, game-based learning, project-based learning, etc. One of the most disruptive mistakes is treating gamification as the introduction of games into education, when it can entail the exact opposite. Initially, let it suffice to state that gamification concentrates on designing the experience of users in order to make them more successful in their endeavours, whether at school, at work or at their leisure time.
Games
Taking a philosophical perspective, one can follow Ludwig Wittgenstein and state that it is impossible to define what a game is. This term simply has to remain in the field of fuzzy categories as it encompasses such different activities as playing marbles, football, and poker, to name just a few examples. Wittgenstein aptly asked “What is common to them all?” (Philosophical Investigations, 1958, p. 31) and promptly added that “if you look at them you will not see something that is common to all, but similarities, relationships, and a whole series of them at that. (…) [Y]ou find many correspondences (…), but many common features drop out, and others appear. (…) [W]e see a complicated network of similarities overlapping and criss-crossing: sometimes overall similarities, sometimes similarities of detail” (pp. 31-32). However, Wittgenstein approached games, language, language-games, and other human behaviours from the perspective of actions and meanings which circulate indefinitely in a playful and ever-changing manner shifting their relations according to the momentary needs and immediate environment of interlocutors. If we do not concentrate on language and ‘language-games,’ but on games as such, they take a more concrete form as noted by Johan Huizinga when he claimed that “Inside the circle of the game the laws and customs of ordinary life no longer count. We are different and do things differently” (Huizinga, 1949, p. 12). This is a quintessential element of games as we suspend our disbelief in the impossible, we take on (completely) new roles and follow different rules of conduct, and everyone who is included in the game does exactly the same. As long as we stay in the game, we all behave accordingly. Usually the beginning and the conclusion of a game is marked by a specific rite, as the whole game functions as a ceremony or ritual. According to Wolfgang Kramer games “consist of components and rules and have certain criteria: rules, a goal, always changing course; chance; competition; common experience; equality; freedom; activity; diving into the world of the game; and no impact on reality” (Kramer, 2000). Whether it is a game of marbles, a football match, or a deal of poker, everyone involved knows exactly what to do and what not to do, and under no circumstances can they change those. In addition many games are organised in minute details, there are professionals and tournaments, referees and rewards. Games become defined by organisations and institutions, which develop competitions, and provide medals and remuneration. In this manner we can finally try and agree on what games are, whether talking about chess or Call of Duty.
Further help comes from Kevin Werbach and Dan Hunter who not
only state that gamification is “the use of game elements and game-design techniques
in non-game contexts”
Picture 1. The Game Element Hierarchy According to K. Werbach and D. Hunter

Source: (Werbach & Hunter, 2012)
At the highest level of abstraction are dynamics
- 1. Constraints (limitations or forced trade-offs)
- 2. Emotions (curiosity, competitiveness, frustration, happiness, and so on)
- 3. Narrative (a consistent, ongoing storyline)
- 4. Progression (the player’s growth and development)
- 5. Relationships (social interactions generating feelings of camaraderie, status, altruism, and so on)
(…)
Mechanics (…)
- Challenges (puzzles or other tasks that require effort to solve)
- Chance (elements of randomness)
- Competition (one player or group wins, and the other loses…)
- Cooperation (players must work together to achieve a shared goal)
- Feedback (information about how the player is doing)
- Resource Acquisition (obtaining useful or collectible items
- Rewards (benefits for some action or achievement) 8.
- Transactions (trading between players, directly or through intermediaries)
- Turns (sequential participation by alternating players)
- Win States (objectives that makes one player or group the winner—draw and loss states are related concepts)
Each mechanic is a way of achieving one or more of the dynamics described. (…)
Components are more-specific forms that mechanics or dynamics can take. (…)
- Achievements (defined objectives)
- Avatars (visual representations of a player’s character)
- Badges (visual representations of achievements)
- Boss Fights (especially hard challenges at the culmination of a level)
- Collections (sets of items or badges to accumulate)
- Combat (a defined battle, typically short-lived)
- Content Unlocking (aspects available only when players reach objectives)
- Gifting (opportunities to share resources with others)
- Leaderboards (visual displays of player progression and achievement)
- Levels (defined steps in player progression)
- Points (numerical representations of game progression)
- Quests (predefined challenges with objectives and rewards)
- Social Graphs (representation of players’ social network within the game)
- Teams (defined groups of players working together for a common goal)
- Virtual Goods (game assets with perceived or real-money value)
Just as each mechanic ties to one or more dynamics, each component ties to one or more higher-level elements.
There are many publications, webpages, and frameworks, which can be helpful in gamifying courses, but the set provided by Werbach and Hunter serves as a decent starting point. It allows to see the gamification structure both from top-bottom and bottom-top perspective. Although there are hundreds of available game elements, so Webrach and Hunter’s list is far from exhaustive, it provides a representative selection with straightforward explanations. A different approach is offered by You-kai Chow, the inventor of the Octalysis organisation of core drives and related game elements (Actionable Gamification - Beyond Points, Badges, and Leaderboards, 2015). According to him, humans are driven by eight major needs, and these can be associated with specific game elements catering for those expectations (Chou, Octalysis – complete Gamification framework, n.d.).
Picture 2. Octalysis – core drives and related game elements

Source: (Chou, Octalysis – complete Gamification framework, n.d.)
Eventually, what we see is that gamification is strictly connected to game elements: dynamics, mechanics, and individual components. However, gamification is everything but introducing games. As Gabe Zichermann (Designing Gamification Level 1 (Basic), 2013) presents it, gamification is the process of designing engagement through tapping at game elements with a precise knowledge of human psychology and behaviours. The easiest gamification, hence most common in schools, will see the introduction of points, badges, and leader boards, often abbreviated as PBLs. Although this may be seen as gamification, more and more examples as well as the knowledge of playful activities, RPGs, and project-based learning, proves that the introduction PBLs is also the most superficial approach. After all we play games not (only) for points, badges, and leader boards, but for actions, challenges, and recognition. PBLs only present the achievements, but they are rarely a core drive on their own. Similarly in schools, only a handful of students will do their best for grades and certificates alone – peers, teachers, events, community, etc. are more important for the majority already accustomed to the life-long learning perspective.
A renowned portal for gamers, Board Game Geek, provides the following list of most important game mechanics, which gamification designers may find useful. Here the focal point lies with 51 mechanics (Board Game Geek, n.d.), but in gamified solutions, in a gamified classroom, students will see specific activities and game elements, which are driven by those mechanics. This means that together with dynamics, the list can be easily grown to around 100 when combining all game elements presented so far. Best games, and gamified solutions, apply only a handful of those, but make relations strong and meaningful, in order to engross users and to spur their progress.
Acting
Action / Movement Programming
Action Point Allowance System
Area Control / Area Influence
Area Enclosure
Area Movement
Area-Impulse
Auction/Bidding
Betting/Wagering
Campaign / Battle Card Driven
Card Drafting
Chit-Pull System
Commodity Speculation
Co-operative Play
Crayon Rail System
Deck / Pool Building
Dice Rolling
Grid Movement
Hand Management
Hex-and-Counter
Line Drawing
Memory
Modular Board
Paper-and-Pencil
Partnerships
Pattern Building
Pattern Recognition
Pick-up and Deliver
Player Elimination
Point to Point Movement
Press Your Luck
Rock-Paper-Scissors
Role Playing
Roll / Spin and Move
Route/Network Building
Secret Unit Deployment
Set Collection
Simulation
Simultaneous Action Selection
Singing
Stock Holding
Storytelling
Take That
Tile Placement
Time Track
Trading
Trick-taking
Variable Phase Order
Variable Player Powers
Voting
Worker Placement
There is much more to gamification than PBLs, and thorough and effective system may actually skip PBLs in favour of more subtle elements with deeper impact on intrinsic and extrinsic motivations. Gamification stands for designing experience, through the usage of game elements, with the aim of establishing an environment which reinforces and prolongs desired behaviours. It does not have to look like a game, it does not need to resort to games, and it should not be confused with amusement. Various systems and game elements listed above, present a plethora of choices for gamification designers, teachers, and educators.
PART III: EXAMPLES OF GAMIFICATION IN EDUCATION
In education we need to concentrate on specific goals defined by ministries of education, with pre-designed time slots, holiday intervals, national curriculum, exams, certificates, etc. It is a highly specific environment. This uniqueness has been addressed by such products as ClassDojo (ClassDojo, n.d.) and Classcraft (Classcraft, n.d.), which introduce ready-to-use gamified systems into institutional education and home schooling. While employing different graphical aesthetics, the general rules behind both of those platforms are similar. They provide a system where teachers award students with points and badges, arrange quests and missions, establish short-term and long-term goals, and everything can be managed on an individual scale or with a more team-centred or group work related perspective. They can also be used to some extent as Learning Management Systems (LMS) by providing access to data and communication between principals, teachers, students, and parents. In case of paid variants of Classcraft, the whole system can manage most, if not all, exchanges between students and teachers inside and outside of the classroom, hence providing a fully-fledged gamified learning environment.
Similar options are available in Moodle when badges and additional plugins are installed. Here everything depends on the version of both the platform and those plugins. The enriched Moodle can display personal progress in the course, allow individual grading of achieved tasks, award points and badges, access content only after fulfilling pre-designed requirements, etc. What can be of additional value, Moodle can also award Open Badges, which were designed as a global system for recognising achievements between individuals, educational institutions, and employers (Open Badges, n.d.). Open Badges initiated by Mozilla, allows even a simple gamified design to generate verifiable and graphically pleasing, simple certificates. They can be awarded for smaller achievements like passing term exams, or for more prolific achievements like graduating from a school in a Top 5 tier. The teacher or the institution chooses and verifies the requirements.
At Kazimierz Wielki University (KWU), a group of academic teachers (Michal Mochocki, Aleksandra Mochocka, Piotr Szrajber, Mikolaj Sobocinski) introduced gamification into our courses roughly since 2009. First we applied various tables and equations in Google Sheets. Later we also added shared documents and simple graphical representations of progress in Google Apps linked with our Moodle courses. Results and responses were varied, but from our perspective, engagement, responsibility for actions, and final grades were always higher than in control groups. The author of this article designed and conducted the following courses while at the English Department of KWU: Phonetica; Brief Encounters, Secrets, and Lies; Green Slime; and riˈæktə(r). They all shared similar traits which are easy to introduce into a traditional classroom and syllabus, while stimulating systematic work and responsibility.
- narrative – explains the course and the gamified grading system; may explain importance of course structure, schedule, and specific dates; distances students from seriousness of academic courses while providing safe environment for learning from failures; can function as the major entertainment factor (pirates, monsters, discoverers, renown authors, etc.) without actually changing the course structure
- points & badges – traditional grades create averages which make it difficult to achieve better grades after initial failures or mistakes; averaged grades do not reward learning on trials; points are added in order to reach adequate levels, so any input and every trial is recognised as part of development, no matter how small; badges reflect achieving adequate amount of points (levels) as well as scoring points for specific tasks
- rudimentary or no grades – points and/or badges instead of grades allow students to focus on tasks (quests & missions) more than on grades; grades may have different weights (final exams vs short quizzes) which is difficult to see, while points and badges can show it consistently and in a very simple fashion throughout the course; some grades are necessary for the educational system, while not being that important in the learning process, so the differences can be reflected through points, badges and their types or levels
- quests & missions – small/simple and large/difficult tasks, arranged in a meaningful single path or diverging tree-like fashion; allows to divide material into smaller and larger portions that are meaningfully related with the ability to learn on mistakes
- variety of small tasks – quests & missions can be driven by classroom activities or exams, but there should be a variety of those in order to recognise different learning styles: presentations, tests, written assignments, classroom management, preparation of classroom and online materials
- skills, achievements, and badges – well defined skills present why students need to learn specific chunks of material; they should be placed on different levels of the course path; achievements which are challenging and meaningful pinpoint and measure reaching required or optional skills; badges reflect development and various levels of knowledge; all should extend above the standard level for grade A allowing average and top students to excel without a glass roof of 100% of course points
- individual and team tasks – different paths to mastery recognising different personalities and cultural traits
- boss fight – final exam or course quiz which can become simpler or even disappear completely if/when students achieve specific skills, achievements, points, levels, or badges; marks final stages of levels or the whole course through skills necessary to conquer the boss rather than through knowledge which needs to be accumulated
- window of opportunity – some (in my case most) tasks can be retaken many times within two weeks, which allows quicker and slower students to adjust the schedule to their abilities, learning styles, and unforeseen obstacles
- partial or complete optionality – no or nearly no parts of the course are compulsory; optionality is always limited by national and university regulations, e.g., 50% attendance in contact classes; shifts responsibility from teachers and institutions to students who can choose from a variety of quests & missions
- schedule – strict with surprises or loose but strongly dependant on students’ participation
- real outcomes – published students’ journal, social experiments conducted inside and outside of classroom, collections of topic-based materials; anything which can stand outside of the course and be presented to friends, family, prospective employers, etc.
Eventually, we prepared and conducted classes at Gamedec: Game Studies and Design department. We adopted a theme from a famous Polish book series (Przybyłek, 2012) by creating professions and bonuses together with actions cards (Sobociński & Mochocki, Karty Gamedec do druku, 2015), thus combining the narrative with game mechanics and the syllabus (Sobociński & Mochocki, Gamedec "W matni", 2014) for a three-year long bachelors course. Given time and enthusiasm, thanks to gamification everything can be achieved (in education). From the perspective of this article, the presentation of the whole Gamedec is impossible due to its scope, but all necessary materials, articles, presentations, and workshops can be easily accessed online.
PART IV: FINAL REMARKS
Our education is already gamified, at least to some extent. Individual grades correspond with points. Certificates and diplomas function like badges. Grade Point Averages (GDPs) are used by schools, colleges, and universities to stratify prospective students just like multiplayer games do in leader boards. We are already there and there is no denying it. Those elements belong to games and to education, because that is how we measure and recognise progress in most human activities. Tasks, which stand for quests and missions, and responsible individuals are graded, rewarded, and compared. However, believing that points, badges, and leader boards (PBLs) is everything that gamification has to offer is a huge misunderstanding. As was already presented, gamification utilizes dozens if not hundreds of game dynamics, mechanics, and components. Limiting the whole discussion of gamification in education to PBLs is unjust and futile – we already are using PBLs in education on daily basis! Besides, gamification does not aim at introducing game elements to education. It has a completely different goal, namely, enhancing engagement, immersing students in the learning process, developing positive learning habits, and promoting the acquisition of knowledge and skills. Game elements are the path, not the goal. Fun is the bonus on the path, not the purpose. However, in order to understand and honestly discuss advantages, disadvantages, and applications of gamification, we must first agree on what gamification is, and what it is not. We need to see differences, similarities, and overlapping of fuzzy categories represented by such terms as: games, playful activities, simulations, game-based learning, educational games, and finally gamification.
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