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How schools can leverage gamification for 21st-century students

With EdTech as a focus, gamification involves integrating game-like elements and mechanics into the learning process

In today’s educational landscape, relying solely on textbooks for learning limits students’ learning experiences. Educators themselves have likely experienced the complexities of catering to students’ diverse learning styles, all while striving to maintain high student engagement.

This is where gamification of education as a teaching strategy is growing in popularity to help students achieve their learning objectives. With EdTech as a focus, gamification involves integrating game-like elements and mechanics into the learning process to enhance student engagement and motivation employing strategies like points, rewards, leaderboards, challenges, and narratives to make learning more interactive and enjoyable. This approach aims to tap into students’ natural inclination for competition, achievement, and exploration, fostering a deeper understanding of academic content. Gamification can be applied across various educational contexts, from traditional classrooms to online platforms too. It can be used to create interactive quizzes, simulations, and educational games that promote active participation and skill development.

Craig Shotland, CEO, Matific

The MENA region’s edtech industry has witnessed significant growth and innovation in recent years, with government initiatives focusing on enhancing education by leveraging technology — the industry is projected to be worth $7 billion by 2027. At the onset of the pandemic, the UAE government launched specialised edtech portals to support remote learning successfully moving 1.2 million students online. Among MENAP countries, only the UAE has achieved a primary education level of over 60% for children, setting the perfect stage for edtech.

STEM education and skill sets are prioritised in the region, especially in the UAE and KSA, with the United Nations (UN) projecting that 75% of global jobs will be in STEM fields by 2050. Drawing insights from vast data points collected from millions of students globally, Matific, a leading maths ed-tech company, revealed that schools integrating edtech into their curriculum achieved up to 64% improvement in student maths scores. Furthermore, students exhibited an enhanced grasp of complex maths concepts. It becomes imperative for the MENA region to implement creative approaches such as gamification to address the shortage of STEM talents from an elementary level.

How can gamification be implemented?

When we take mathematics for example, which is a crucial subject that forms the foundation for many STEM-related fields, many students who have the potential to pursue it often opt for fields like law, business, or other professions due to negative experiences in their early education. According to Matific’s data, students in the UAE currently spend 21% less time learning maths compared to the global average, which presents a promising opportunity to bridge the gap by embracing digital resources.

The sad reality today is that often students and teachers have a fear of mathematics or haven’t been provided tools to teach the subject effectively. Elementary school teachers lack confidence and high-level training, and understandably carry their own negative student experiences. Rather than teaching students to understand and “speak” maths, students just memorise how to solve problems. This could be influencing a record low number of year 12 students choosing advanced maths courses.

Online educational platforms offer a means of providing teachers with valuable support as they guide students through mathematical concepts, ensuring high-quality instruction and a deeper comprehension of the subject. A survey by Matific revealed that primary school teachers in the UAE who embrace technology in the classroom are more engaged and assign an average of 71 maths problems per month, which is higher than the global average of 40. Furthermore, a pilot study by Matific revealed that the ed-tech platform helps increase students’ interest in learning mathematics by 31%.

An online course built on the foundation of deeply rooted pedagogy is essential. While elements like user interface, engagement, personalisation, and feedback carry importance, they can create real impact supported by a robust pedagogical foundation. The integration of gamification into a robust ed-tech platform can effectively lower anxiety, sustain student motivation and engagement,and help enhance conceptual grasp.

Traditionally, students solve problems by drilling maths facts into their heads. The subject can be imparted through innovative techniques that encourage students to genuinely grasp them rather than merely memorising steps or facts. Concealing these teachings within creative contexts enables students to attain a deeper comprehension of abstract ideas across various scenarios.

Another point to note is that most teachers and parents have an impulse to swoop in when they see students struggling. It is through a productive struggle that the most learning happens. For this, serious and pedagogically rigorous maths disguised as games, are the perfect medium. The stakes are low and students can always try again. Games are also fun, interesting, and puzzle-like, making them more engaging. According to Matific’s survey, 60% of maths activities are played by students without prompting from teachers or parents, surpassing the global average of 44%, showing promise towards gamification.

With the ongoing evolution and growing integration of technology within educational environments,  it’s likely that gamification will play an even more prominent role in shaping the future landscape of education. Market research indicates that by the end of 2026, game-based learning will generate global revenue of $29.7 billion. Today, students can learn on the go on any device. When thoughtfully integrated, gamification and edtech platforms offer the ideal method for students to learn, through dynamic exploration and discovery and foster a more positive attitude toward learning.