Gamification in Classroom Management

Gamification in Classroom Management

Murat Topal (Sakarya University, Turkey) and Gozde Sezen-Gultekin (Sakarya University, Turkey)
DOI: 10.4018/978-1-7998-1408-5.ch012
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This chapter is going to focus on the topic of gamification in classroom management. In this context, firstly, the definition, characteristics, theories of class management, and the strategies used in classroom management are going to be defined, and then gamification as the next generation strategy is going to be discussed. Although there are many studies on classroom management strategies that have been designed to make the education environment more effective in the literature, the use of these strategies in classroom applications may vary according to the practitioner and the classroom climate. However, it is seen that gamification has become increasingly important with the change in the perspectives and expectations of people and the advancement of the methods and techniques used in education.
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Digital games have become a part of our daily lives. With the widespread use of digital games on smartphones, people play these digital games for various reasons in their daily activities on their way to home, to work or in their spare time. According to the Statisca (2019) report, the number of video players, which was 2.21 billion worldwide at the end of 2017, is estimated to reach 2.73 billion by the end of 2021. These statistics show that the number of individuals who are familiar with digital gaming culture is increasing day by day. Especially the new generation grows with this culture. The virtual world of games for these individuals, which can be expressed as players, contains elements of the game that motivate them. McGonigal (2011) states that the experience generated by interacting with these gaming elements that motivate players is not as safe and satisfying as in the virtual world of games. Gamification has the potential to make our real-life experiences as satisfying and enjoyable as in digital games.

Key Terms in this Chapter

Gaming Motivation: It refers to the motivation that occurs as a result of the interaction of individuals with the features that the game provides while playing or before participating.

Gamification: The use of digital gaming features to solve problems or improve situations in non-gaming environments.

Learner Engagement: Learner engagement is a criterion using to measure learner’s effective participation to the courses.

Gamification Approach: It refers to solve problems or improve situations using gamification techniques.

Gamification Design: It refers to designing for loyalty, engagement, motivation to achieve a purpose using digital gaming features.

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