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Gamification
Gamification
Gamified active learning integrates game design elements—such as points, badges, leaderboards, narratives, challenges, and feedback—into non-game contexts like education to enhance motivation, engagement, and learning outcomes.
Alternative/linked methods: Game-based learning (GBL), Challenge-based gamification, Serious games, Narrative-based gamification, Gameful learning

Why?
- Boost student motivation and engagement
- Improve learning outcomes and retention
- Develop 21st-century skills such as collaboration, critical thinking, self-regulation, and creativity
- Foster inclusive learning environments that support underrepresented groups
How?
- Use points to reward effort and track progress – Implement badges to recognize achievements and participation
- Create leaderboards to foster competition and visibility
- Design narrative-based learning paths with avatars and levels
- Offer challenges to promote problem-solving and mastery
When?
- In STEM and non-STEM disciplines, including economics, programming, statistics, and language learning
- In online, hybrid, and face-to-face learning environments
- In theoretical and practical courses, including labs and flipped classrooms
- At any stage of a course, from pre-class preparation to final assessments
Get Started
- Use Moodle plugins like Level Up to track points and unlock content
- Create gamified quizzes with Kahoot! or custom-built tools
- Design a narrative-based learning path with avatars and levels
- Implement digital badges in Moodle for participation in forums, labs, or peer reviews
- Use leaderboards to show top contributors or most improved students
Digital Enhancement
- LMS integration: Use Moodle, with gamified elements e.g. Use completion tracking, digital badges and/or the LevelUp XP plugin in Moodle.
- Custom-built games: Use tools like Articulate Storyline or Kahoot! for interactive content
- Mobile-friendly design: Ensure students can access gamified content on smartphones
- Social interaction: Use Teams chats or Moodle forums to foster collaboration through discussion
- Feedback and analytics: Track engagement and adapt content accordingly
Gamification at Manchester Met
Resources
- Deterding, S., Dixon, D., Khaled, R. and Nacke, L. ‘From game design elements to gamefulness: defining “gamification”‘, Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere, Finland: Association for Computing Machinery, 9–15.
- Marin, S., Lee, V. and Landers, R. (2021) ‘Gamified Active Learning and Its Potential for Social Change’, pp. 205-223.
- Murillo-Zamorano, L.R., López Sánchez, J.Á., Godoy-Caballero, A.L. et al. Gamification and active learning in higher education: is it possible to match digital society, academia and students’ interests?. Int J Educ Technol High Educ 18, 15 (2021). https://doi.org/10.1186/s41239-021-00249-y
- Zebari, I. and Alzeebaree, Y. (2022) ‘The effectiveness of blending active learning and gamification in classrooms’, 14, pp. 6970-6977.
- Trinidad, M., Ruiz, M. and Calderon, A. (2021) “A Bibliometric Analysis of Gamification Research,” IEEE Access, 9. Available at: https://doi.org/10.1109/ACCESS.2021.3063986.