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048 Gamification & Research Impact

Release Date:  February 12, 2021 Leave a Comment

Episode Synopsis

Gamification offers a fresh take on teaching design that offers increased engagement and improved learning. However, research to-date has been unclear about what components of gamification work. We read a meta-analysis that searches for which pieces of gamification can benefit your students.

Later, we turned to a study of how research is interpreted by teachers. They identify which measures are popular and which ones are effective. As teachers, we can recognize our preference so we can manage our bias as we read.

  • First Segment – 01:57 – Gamification Elements in Teaching
  • Second Segment – 24:47 – Teachers’ Perceptions of Education Measures

Cover image by Matylda Czarnecka

Primary Citations

  • Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review 32, 77-112. https://doi.org/10.1007/s10648-019-09498-w
  • Lortie-Forgues, H., Sio, U. N., & Inglis, M. (2021) How should educational effects be communicated to teachers?. https://doi.org/10.3102/0013189X20987856

Supplemental Citations

  • Querent
  • —
  • What is gamification (Gamify)
  • Self-determination Theory (SDT)
  • NGSS Storylines
  • —
  • Teaching and Learning Toolkit (Education Endowment Foundation)
  • What Works Clearinghouse (USDE)

Featured Beverage

We drink Imperial Cask Cuvée, a blended ale aged in bourbon, rye and madeira barrels from Boulevard Brewing Co. in Kansas City, MO.

Filed Under: Season 4

← Previous: 047 Epistemic Disobedience & Neuroscience Motivation
Next: 049 Multimedia Models & Administrative Dysfunction →

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