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Elements, not whole games

Game-based learning uses a complete game, such as a maths card game or a history simulation, to teach content. Gamification is different: the lesson stays a lesson, but it gains a structure borrowed from games. A unit might be split into levels, a revision task might award points for each correct step, or a class might work towards a shared goal.

The most common elements are points, badges and leaderboards. These are the easiest to add and also the easiest to overuse. Less visible elements often do more of the work: clear goals, immediate feedback, a sense of progress, choice between tasks, and the chance to fail and try again without penalty.


Free activities to download

Ready-to-run EduTrend Contents gamification in learning workshops for primary, middle and high school. Each free download includes a step-by-step session plan, facilitator notes, three student worksheets and an assessment checklist. Full 20-week programmes are available in EduStore.

Colourful game pieces and dice on a board game

Game or Gamified?

Primary · Ages 7–10

Foundation · 40 min

Pupils sort examples into whole games and gamified activities, then spot game elements such as points, levels and feedback in everyday life.

A group of children sitting on the ground playing a game

Level Ladder

Primary · Ages 9–11

Developing · 20–30 min

Pupils solve fraction problems of rising difficulty on a five-rung level ladder, climbing on correct answers checked with a partner and reviewing worked examples when wrong.

A group of people sitting around a board game

Motivation Detectives

Middle School · Ages 11–14

Intermediate · 60 min

Students learn the three needs in self-determination theory and use them to analyse and improve gamified apps, charts and classroom systems.


A yellow paper award ribbon on a blue background

Points That Mean Something

Middle School · Ages 12–14

Intermediate · 60 min

Groups design a classroom points system that rewards named learning behaviours, then test it against loophole scenarios and improve it.

Trophies on a table

Does Gamification Work?

High School · Ages 15–18

Advanced · 75 min

Students read summaries of research on gamification, evaluate what the evidence says and does not say, and design an evidence-informed gamified unit.


Liked the free activities? Go further with a 20-week programme.

Each free activity comes from a full EduTrend Contents programme: a Family Guide or Teacher's Guide with one-page session plans for 20 weeks, plus an Assessment Toolkit with rubrics, trackers and certificates. Choose the one for your child's age or your class below. Instant PDF download after checkout.

Browse all programmes in EduStore →

EDT-411 Game-Smart Family Learning package cover

EDT-411 · 20 WEEKS · $29

Game-Smart Family Learning

Family · Ages 6–11 with a grown-up

Levels, progress charts, retries and family games.

EDT-412 Level Up Learners package cover

EDT-412 · 20 WEEKS · $39

Level Up Learners

Primary · Ages 7–11

Level ladders, badges, team goals and game design.

EDT-413 Game Design for Learning Lab package cover

EDT-413 · 20 WEEKS · $39

Game Design for Learning Lab

Middle school · Ages 11–14

Game analysis, motivation and reward systems.

EDT-414 Gamification Design and Motivation Studio package cover

EDT-414 · 20 WEEKS · $45

Gamification Design and Motivation Studio

High school · Ages 15–18

Definitions, theory, evidence and ethical design.

Photos: Vitaly Gariev, Nik Korba / Unsplash

Gamification Concepts and Principles

Understand what makes gamification work with five free printable activities, from spotting game elements and climbing a level ladder to motivation detectives, meaningful points and weighing the research. For longer learning, choose a 20-week programme for families, primary, middle or high school.

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Gamification

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Gamification Concepts and Principles

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