Implementing gamification into learning

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Gamification has become a buzzword in contemporary teaching and learning techniques. The goal of gamification is to heighten student engagement and enjoyment by implementing video game design and other gaming elements into learning environments. By motivating students through something they are interested in, gamification can inspire individuals to continuing wanting to learn.

A study published in the Australian Journal of Education and Developmental Psychology found that video game-based learning has a number of benefits, including boosting enthusiasm towards math, lessening disruptive behaviour, increasing cognitive growth, and improving attention span, amongst others.

The adaption of gamification in classroom settings is being continued into workplaces. As Dave Nevogt, co-founder of Hubstaff, a time-tracking software for remote teams, wrote in the Huffington Post:

“Gamification is already being used in corporate settings…. Using incentives like competition, achievement, status, altruism, community, and collaboration, businesses can see improvement in overall engagement using gamification…” continued Nevogt.

Nevogt went on to talk about how companies can make the professional learning process stickier and more engaging by “gamifying the training process.”

Gamification of VET

An infographic on Scoop-it about the gamification of VET, describes the elements of gaming that can be harnessed for education purposes. One element is ‘progression’ and the ability to see success visualised incrementally. Another is ‘collaboration’, as learners work with others to accomplish goals.

The infographic cites the Education Arcade at MIT, stating:

“Game players regularly exhibit persistence, risk-taking, attention to detail, and problem-solving, all behaviours that ideally would be regularly demonstrated in school.” 

RTO Materials maintain a commitment to help educational institutions conduct the best teaching practices and create the most engaging learning environments for students as possible. We recognise the increasing popularity and importance of creating attractive learning processes designed to motivate learners and make the whole learning process more enjoyable.

SITHGAM301 – Analyse and Report on Gaming Machine Data

One of the courses we provide quality and comprehensive course materials for is directly related to gaming and enhancing gaming and analysing skills.

The SITHGAM301 – Analyse and Report on Gaming Machine Data describes the skills, performance outcomes and knowledge required to retrieve and analyse gaming machine data and to be able to prepare reports for management.

The unit is applicable to senior gaming supervisors and attendants and all gaming venues.

RTO Materials’ course materials for the unit contains a wealth of documents, including:

                .               New assessment criteria and definitions

                .               New evidence document

                .               Instructor workbook/guide

                .               Learner workbook

                .               Learner guide

                .               New improved session plan

                .               PowerPoint presentation

                .               Assessment matrix

For more information about materials for the SITHGAM301 – Analyse and Report on Gaming Machine Data or any of our other products, contact Sarah by emailing: