Follow The Science: Gamification of Learning
Summary of the biggest meta-analysis of studies in gamified learning features
We knew gamification had an inherent benefit for learners. We've experienced ourselves — in learning coding, or Mandarin, or chess.
But even we were surprised when we read the largest meta-analysis of peer-reviewed studies in the features of gamification in learning.
When designing Rollama, many of these features were intuitive — here's the one-liner on why we included each one:
Points and XP to feel a sense of progress and literally 'keep score'
Leaderboards for healthy competition
Medals and trophies to mark achievements
Challenges and quests to focus the player's motivation
Levels for difficulty and a sense of chapters and fresh starts
Quizzes, well — it's what we do!
Performance stats for meta-cognition and self-reflection
Timers to keep things focused
Avatars to give a sense of ownership and investment
Competition to spark enthusiasm and energy
Retries so failure is never a punishment, just a step in learning
Increasing difficulty to form a constructive path over time
In-game rewards to keep students coming back
Adaptive difficulty to allow everyone to succeed
Multiplayer because sometimes you want to share your learning with friends
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