What Is Gamification?
This concept is relatively new and has emerged from the business context (marketing, human resources, etc.), with the aim of improving the production using elements included in games. So, gamification is an attractive concept for many researchers and has been defined in several ways:
Deterding et al (2011) state that gamification is ” the use of game design elements in non-game contexts in order to solve problems and engage users”.
Werbach & Hunter (2012), define it as “the use of elements and designs of games in contexts which are not playful”.
Bearing in mind these definitions, we can observe that it is an exogenous concept to the educational enviroment . Moreover, it is related to the use of elements found in videogames.
However, according to Ramirez (2014), gamification consists of applying strategies of games (thinking and mechanics) in non-ludic contexts with the main aim that people adopt certain behaviours.
On the other hand, Maczewsky (2013), quoted by Almonte and Bravo (2016), said “it is the application of games strategies in real tasks to influence the behavior, improve the motivation, and promote the engagement in this task” (p.4).
A different definition is provided by Zachermann and Cunningham (2011), as “the process of using game thinking, mechanics and dynamics of game to attract users and solve problems” (p.11).
We can conclude saying that gamification works through strategies of game: mechanics, dynamics and elements. Furthermore, the subject feels attracted to these strategies to use them in his/her real life and improve motivation, effort and attitude about the task that he/she will work.