Why Gamification ?

Games and Culture

With the advent of video games, games have returned in full force as a cultural product, with more people in North America consuming video games than movies and music. In point of fact, 58% of Americans play video games, 45% of gamers are women, and 58% of parents play video games with their kids as a way to socialize with them. Games are part of the cultural landscape, and they aren’t going anywhere. While Classcraft isn’t a video game, it is inspired by them, and its power on learning is very similar.

Gamifying the Byte Professor

With that in mind, it makes sense to want to bring gaming into Byte Professor to ‘gamify’ learning. Teaching is all about relating to kids’ experiences and tying that to course matter. All kids have played video games – they understand the general rules and memes in gaming and enjoy playing them.

Design Principles Behind Byte Professor Gamification

Creating Experiences

In this modern era, students could learn everything in the curriculum by staying at home and surfing the Internet. Schools need to offer students experiences that they can’t get at home. In the same way, a music lover will buy tickets to a concert even though he already has the album, we have to give kids an experience that they want and can’t get anywhere else to keep them engaged and involved in their own learning. There is a myriad of different ways of doing that. We believe well-designed games represent one of the most effective approaches.

Byte Professor Is a Designed Learning Experience

Any educator and researcher will tell you that students learn much better when they are motivated. Recent studies have explored what makes video games so addictive. It turns out it’s because video games fulfill three basic needs: the need for autonomy (being able to make choices), the need for competency (to overcome challenges), and the need for relationships (which add a perceived value to the game). Studies in education show that the needs fulfilled by video games are actually the same three factors that one has to take into account to stimulate motivation in learning. Games can be used to motivate students in surprising ways.

That’s what makes Byte Professor different and innovative. Rather than being a simple system for scoring points, Byte Professor empowers students to take control of their learning process. It fosters significant relationships by reinforcing teamwork and collaboration rather than competition. It’s pervasive and affects all aspects of a student’s life. It’s fun because unexpected things happen during gameplay.

These aspects make Byte Professor unique and make for a gamified learning experience that adds a layer of meaning and engagement to a student’s learning experience.