Gamification consists in using game resources in other contexts, such as education. Check out the infographic and get inspired to gamify your classes.
Gamification has become one of the bets of education in the 21st century. The complicated term simply means using elements from games in order to engage people to achieve a goal. In education, the potential of gamification is immense: it works to arouse interest, increase participation, develop creativity and autonomy, promote dialogue, and solve problem situations.
To make use of gamification, therefore, it is not necessary to use ready-made games – although they are one of the possibilities. Games like Minecraft – in which players need to find resources, build structures, and plant crops in order to survive – have become popular not only with children and teenagers, but also with educators. So much so that a special version has been launched, MinecraftEDU, which is already used by almost a thousand schools in more than 40 countries.
This, however, is only one of the ways. Instead of bringing existing games into the classroom, the educator can explore gamification through certain dynamics with his class: the main one is to work from missions or challenges, which work as fuel for learning. In this way, all knowledge serves a purpose, which involves students in the process. Other alternatives are using points, badges or prizes as incentives; defining specific characters (avatars) or scenarios that students need to deal with or proposing obstacles to overcome.
Gamification is one answer to several ills affecting traditional education, the greatest of which is student disinterest. Lack of interest is the main cause of high school dropouts. According to data from IBGE’s PNAD Contínua 2019, of the country’s 50 million people aged 14 to 29, 20.2% (or 10.1 million) have not completed any of the stages of basic education.
Among the main reasons for dropping out of school, the need to work (39.1%) and lack of interest (29.2%) were the most common. Among women, pregnancy (23.8%) and housework (11.5%) also stand out.
In addition, technology is a familiar language for this generation, constantly connected. In the same way, the logic of games is easily understood: today, a survey by the company Spil Games shows that 1.2 billion people around the world play some kind of game; of these, about 700 million play online. This represents 44% of the online population. If your students are already in this universe, why not take advantage of it for educational purposes?
The use of gamification in digital marketing
Now that you understand the concept of gamification, can you imagine how the practice can integrate and benefit your digital marketing strategies? There are already success stories that combine gamification and digital marketing and show the strategy as promising for brands and customers in an innovative and assertive way.
Extra, in partnership with All in, for example, invested in gamified actions to attract the public and provide a fun and efficient game on the famous Friday the 13th.
The idea was to take consumers to a quiz about characters from horror movies; those who got it right, won discounts on products on the site – those who got it wrong, received new tips to try to get it right and were redirected to thematic product pages.
How do you think the campaign performed? With the power of gamification, the retailer achieved a great engagement rate and 4x the conversion rate of the market average (6.3%).