In today’s tech-dominated society, almost every aspect of our lives has become digitized in one way or another, and the wide-reaching influence of electronic advancement has had a severely impactful effect on the profession of education as well. When teachers are tasked with educating students who have grown up immersed in technology since the day they were born, the age-old methods of instruction are no longer applicable. Nowadays, teachers must look to the mediums that students most actively interact with in order to best formulate activities that capitalize on prior learning and add to educational progression.
Despite the fact that the truth is staring us straight in the face, some teachers remain hesitant to fully acknowledge the significance of the omnipresence of technology. There remains a very common “general distrust of the machine,” since a “preference for the non-technological still characterizes [the teaching] community” (Selfe 412). Even when persuaded or forced by school boards to integrate technology in the classroom, a disconnect is ever apparent. Just because one is “using computers – or having students do so,” they may not be at “the point of thinking about what [they] are doing and understanding at least some of the important implications of [their] actions” (Selfe 414). However, teachers simply have to cultivate this understanding of technology, or they risk creating dire consequences for students as they embark on adventures in the real world. Whether we like it or not, there has been an increased “technology-literacy linkage into the country’s workplaces and homes” and “the linkage is strongly correlated to both race and socioeconomic status”; when so many jobs require technological experience and expertise in this day and age, education has to serve as the great equalizer to make sure everyone receives the same basic knowledge (Selfe 420). As institutions responsible for exposing burgeoning learners to intelligence required for success in society, it’s not a matter of if schools should integrate technology into the classroom – it’s a matter of when. After all, “if written language and literary practices are our professional business, so is technology” (Selfe 431).
After teachers make the jump to exposing all students to every facet of technology, this will alter how we approach instruction as a whole, since students will start processing and interpreting information in novel ways. This brings me to my next point; at the end of the day, it’s not just the integration of technology itself that counts – it’s the deeper analysis of just why technology has become such a dominant force in our culture and what benefits these products (or activities that involve qualities of these products) hold for education. How do we isolate the best elements of technology and spread them to every area of the curriculum?
One such suggestion for applying the strengths of modern-day technological tools to the classroom has come in the form of “gamification”. Gamification is the “use of game design elements in non-game contexts,” and it can commonly include “[taking] the scoring elements of video games, such as points, levels, and achievements and [applying] them to a work or educational context”; the end goal of gamification is meant to “increase the use of a service and change behavior” as “users work towards meeting [educational] goals to reach external rewards” (Nicholson). With the explosive popularity of video games over the past two decades and the novel ways of interacting with such digital experiences (such as virtual reality), gamification appeals directly to the modern-day sensibilities of many adolescents. However, a few concerns have arisen over adopting the tenets of gamification for educational instruction. Most notably, some take issue with gamification’s focus on external rewards, which seemingly reduces an individual’s internal motivation, since “once you start giving someone a reward” for a behavior, “you have to keep her in that reward loop forever” (Nicholson). This is no doubt a valid point, especially as many schools try to find ways to divert students’ attention towards authentic engagement with learning and away from an unhealthy preoccupation with grades.

Some theories have been posed in order to ease these concerns associated with gamification. The organismic integration theory proposes that, if “there is less external control that goes along with the adaptation of an activity,” (i.e. if teachers don’t force a set activity on students and instead offer multiple options) “the activity will be more self-regulated” (Nicholson). Basically, this means that students are less likely to become solely focused on prioritizing external rewards received from an activity over internal motivation of completing the activity if they are allowed some say in how the activity is executed. Situational relevance must also be taken into account when experimenting with gamification. This concept expands on the organismic integration theory and states that “when someone else creates goals for a user… there is no way to [be certain that] these goals are relevant to a user’s background, interest, or needs”; therefore, “by involving the user in the creation or customization of the gamification system, the user can select or create meaningful game elements and goals that fall in line with their own interests” (Nicholson). Situational relevance also leads directly into the universal design for learning, an instructional theory that concerns how material is presented in class and how students are able to demonstrate knowledge of this material. If it’s required that students only “demonstrate their mastery of an activity in one way” the game at hand will not meaningful to each and every learner, so variation must be explored and allowed (Nicholson). Sometimes there are indeed constraints on certain learning goals that must be attained by the end of an activity, but this is why it’s important to offer students many different ways to display the way they meet such goals. All-in-all, every single one of these concepts or theories comes to the same conclusion: “meaningful gamification is the integration of user-centered game design elements into non-game contexts” (Nicholson).
Because gamification is a relatively new instructional method with its fair share of controversies, several myths have sprung up over the past few years. For starters, gamification and game-based learning are not the same thing; while “game-based learning uses an actual game to teach knowledge and skills” and “is often used as a one-time instructional event,” gamification “only uses game elements” and its “content is usually distributed over time, and is not meant to be learned in one setting” (Kapp 44). Though the title of the concept seems to imply that students would be literally involved in playing one set game, gamification rather just takes bits and pieces from game constructs and applies them to overarching lessons to increase student engagement and involvement. Another misconception about gamification centers around claims that there is no science behind the concept, which is an entirely misguided statement when taking into account the learning practices of retrieval practice and spaced retrieval that play into these activities. When gamification is integrated into lessons that are spread over time where “learners receive content on a daily or weekly basis and are quizzed in that content with some additional game elements, the effect is long-term retention and knowledge application,” thus proving that there is scientific backing to support this procedure (Kapp 45). Finally, the idea that gamification is only about the implementation of points, badges, and leaderboards is entirely unfounded. Simply put, “the most effective gamification efforts include more than points and badges – they contain elements of story, challenge, and continual feedback as well as a high level of interactivity”; ultimately, these elements prove to be the more favorable aspects of gamification despite the prevalence of points-systems (Kapp 52).
BreakoutEDU has become one of the most unique gamification efforts in recent memory. BreakoutEDU is “an immersive games platform” and a “collaborative team-building experience” that builds on the “growing popularity of escape rooms, which challenge players to ‘break out’ of their surroundings using clues and puzzles” (Detwiler et al. 62). Most often, BreakoutEDU lessons require students to embark on an exciting and stimulating adventure centered around a class lesson, allowing students to teach themselves new materials and better understand novel topics along the way. As students are forced to engage with a set storyline and decipher clues to complete puzzles, they are “[given] a chance to practice ‘failing better,’ [rewarded] for their perseverance, [allowed to utilize] research as inquiry, and [forced to] demonstrate that it takes everyone’s contributions to succeed” (Detwiler et al. 64). The group component of the BreakoutEDU activity is especially important, as it forces students to consult classmates for assistance on educational matters and allows for ample opportunities for cooperation and combining knowledge. Because of the many benefits of BreakoutEDU activities – including pushing students to “examine a topic from multiple perspectives, persist through a difficult topic, use a variety of research strategies, and take risks as thinkers and writers” – it is clear that gamification not only works at involving today’s adolescents in their education, but it also prepares students to tackle real-world problems far more than any old lecture format.
BreakoutEDU does a great job at outright demolishing the stationary format of many classrooms in today’s world as well. These “movement-based activities” readily “encourage students to get out of their seats” and feel out problems instead of tirelessly tearing apart information in their minds (Rouse 554). Moreover, these escape-room-esque events aren’t simply time for play and posturing. Solving puzzles requires “patience and focus on individual tasks” and “players [have] to take the time to evaluate each clue meticulously, work through possible solutions, and eliminate irrelevant information” (Rouse 556). BreakoutEDU may be a more “fun” in-class experience than students are used to, but it’s certainly still hard work. Classroom environments commonly experience positive evolution after BreakoutEDU tasks as well, as teams must “[communicate] well” and “acknowledge and affirm” one another to succeed (Rouse 557). In addition, BreakoutEDU increases an individual’s resilience due to the challenging construction of certain endeavors. Due to the “limited time frame for completing certain games”, BreakoutEDU features “an element of intensity and competition,” and it is this added stress that pressures students in a positive manner to commit wholeheartedly to the work at hand and push through any roadblocks (Rouse 559).
Though BreakoutEDU may seem like a complicated concept to implement in everyday classrooms, there are an array of resources available on the Internet to offer assistance, and the “rules” for developing these activities are quite simplistic. Because “good game design” goes hand in hand with “good lesson plan design,” there really isn’t much of a difference between average instruction and gamification, and as long as one makes sure to “work backwards to design puzzles after defining learning objectives” and consciously “scale the level of challenge in each successive puzzle”, the tasks should be easily manageable and accessible for students (Rouse 561). Activities may have to be altered for set students or certain classes, but these accommodations are a staple of everyday lessons as it is. Finally, one must remember to always include a debrief to “help students reflect on what they have learned” throughout a BreakoutEDU activity and tie these puzzles to the overarching lesson at hand (Rouse 562).
Technology is inescapable in 2019, and that statement applies to classrooms as well. It is our duty to prepare each and every student of every background for the requirements of the real world and that involves technological literacy. As we integrate more and more technology into the curriculum, this will naturally change our students’ information-processing methods, and this development will spur further adaptation in educational instruction. We have to respond to the evolving mindsets of our students, and gamification is one of the best ways to take tenets of technology and use these elements in a playful yet productive manner that benefits learning for all.
Works Cited
Detwiler, Susan, et al. “BreakoutEDU: Helping Students Break Out of Their Comfort Zones.” College & Research Libraries News, vol. 79, no. 2, 2018, pp. 62-66.
Kapp, Karl. “Gamification: Separating Fact From Fiction.” Chief Learning Officer, vol. 13, no. 3, 2014, pp. 42-45.
Mitchell, Nellie. “6 Factors Of Classroom Gamification.” TeachThought, TeachThought, 2019, https://www.teachthought.com/learning/6-factors-of-success-in-gamification/.
Nicholson, Scott. “A User-Centered Theoretical Framework for Meaningful Gamification.” Games+Learning+Society, 2012.
Rouse, Wendy. “Lessons Learned While Escaping From a Zombie.” The History Teacher, The Society for History Education, vol. 50, no. 4, 2017, pp. 553-564.
Selfe, Cynthia L. “Technology and Literacy: A Story about the Perils of Not Paying Attention.” College Composition and Communication, vol. 50, no. 3, 1999, pp. 411-436.

