D
Digital Games and
Gamification in Learning
Heide Lukosch
HIT Lab NZ, University of Canterbury,
Christchurch, New Zealand
Introduction
Games and the application of game elements in
non-gaming contexts, a process called
gamification, have become an ever more accepted
approach in learning environments. Digital
games, and game elements in particular, seem to
be promising methods to address a large and
diverse group of learners, foster their motivation
and self-efficacy, and enable creative problem-
solving. A game is often described as consisting
of four elements, namely, goals, rules, feedback,
and (voluntary) participation or interaction.
Beyond games as well-defined artifacts,
gamification as the application of playful elements
to non-gaming contexts (Deterding 2012) can be
used to enhance the traditional (digital) classroom
and learning outside of it. Learners who are chal-
lenged and enabled to take over different roles and
perspectives are confronted with a rich, interac-
tive, and active learning environment that is based
on an experiential learning approach – learning by
doing in a safe environment, without fear of seri-
ous consequences. The mechanics that character-
ize digital games relate to and support learning in
many ways and are closely connected to the cul-
ture of contemporary learners.
Games come in many forms and media. In a
physical classroom, one may encounter card
games, board games, or role-based games. In a
digital learning environment, online, offline,
single-player, and multiplayer games facilitate
learning processes. Games represent a set of
rules, roles, and resources (Klabbers 2006),
which allow for an interactive, enjoyable activity
within acknowledged borders. These elements
constitute what is also called a “magic circle”– a
situation that is recognized by players as the game
space, close to yet separated from the “real”
world. While games are usually seen as an indi-
vidual and comprehensive artifact to be used – a
box of cards or a video game – gamification is
defined as the application of distinct game ele-
ments in nongame contexts, usually to foster
motivation (Deterding 2012). This entry illus-
trates how both concepts can be used for learning
and shows how both fields are interconnected.
Digital Games and Learning
Learning by doing, or experiential learning, is a
well-known concept in educational contexts. This
learning process is described as a circle of con-
crete experience, reflective observation, abstract
conceptualization, and active experimentation
(Kolb 1984). Game play performs important
roles in psychological, social, and intellectual
© Springer Nature Singapore Pte Ltd. 2020
M. A. Peters, R. Heraud (eds.), Encyclopedia of Educational Innovation,
https://doi.org/10.1007/978-981-13-2262-4_134-1