Gamification in Education

Gamification, the term used to describe when the design and mechanics of a game is used in a non-game context to enhance an experience, can be used in education to help increase healthy competition, loyalty, engagement and participation. In the following post we highlight some of the best gamification tools and platforms and how you can implement them in your own classroom environment.Kahoot!

For those reading this that do not know about Kahoot!, it is a complete free platform with a game theme that was introduced in 2013 with the aim of making learning awesome. At its most simplest, Kahoot! gives teachers the tools to create learning games that are fun with a multiple-choice question-answer theme.

Although students are able to log in using a special code and complete the lessons laid out, while they compete against their classmates; it really comes alive when the questions are displayed on a screen in front of the class and the students only use their device for answering the questions.

As well as keeping with keeping to a more traditional class setting, this allows the students to engage more and discuss more with their peers.

With over 40 million users across 180 different countries, its hard to argue with the popularity of this easy to use and implement system.Quizlet

Quizlet was created to make it easier for anyone in the world to benefit from a global supply of knowledge. It achieves this by enabling teachers and students to make and share learning materials online and is used currently by over 20 million teachers and students each and every month.

With Quizlet, students can test their knowledge and understanding, collaborate with fellow students on assignments, play various fun educational games, practice their spelling and design and use flashcards. It is interesting to share and use learning resources with people across the world.


ClassDojo was introduced to create happier classrooms and it helps to connect teachers with parents and their children. Using it, teachers are able to encourage their students for any value or skill. For example, helping others, being kinder to people or simply working hard. Students can use ClassDojo to show what they have learned with anyone else using the service, by uploading videos and photos into their own portfolios. It also presents opportunities for parents to feel engaged with what is going on at school as they can look at the uploaded videos and photos from class time.

Go Noodle

One issue modern classroom leaders and educators have with children today is encouraging them to be active and exercise. Go Noodle is a great way to do this as it gamifies exercise and movement by giving students the opportunity to get out from behind their desks and be active, playful and energetic. There are numerous custom videos created with the aim of getting kids moving and there are also a number of others that aim to teach children about meditation, breathing and mindfulness.

The best thing by far about Go Noodle, as the 12 million users will undoubtedly attest to, is that it can be used anywhere. As a lesson warm-up, a way of breaking up a long period of learning with some fun or as a fun bit of homework the children can do at home with their parents or siblings.