Gamification in the classroom is still a trending topic of discussion. When people hear ‘gamification’, they’re thinking that students are playing video games in the classroom. However, it’s just the opposite. Gamification is applying game elements to non-game contexts (Hanus & Fox, 2015) and most companies (50%) predict that they will gamify at least one aspect of their workplace by 2015 (Hanus & Fox, 2015). Even though gamification is a trending topic, there are definite effects on different aspects of the classroom. Game playing is 2
associated with trial, error, failure and eventual success through practice, experience, reflection and learning (Buckley & Doyle, 2014).