June 4, 2026: Diving into Games and (Learning)

 Snoopy plays video games - Snoopy Coloring Pages

Learning through Gaming


What and How to Gamify

I have been looking into gamification and learning. Here are my top three informative YouTube videos:

1. The first video is about the definition of gamification and game-based learning. Did you know there is a difference? (I did not...)

  • Gamification is defined as adding game-like elements (such as points, badges, timers, or rewards) to learning activities. Examples include quiz point systems, fitness apps with badges, or classroom games where students earn points or race against the clock. The goal is mainly to increase motivation and engagement in existing tasks, not to change the nature of the learning activity itself.
  • Game-based learning uses actual games as learning environments that simulate real-world systems. These games model authentic concepts such as physics, history, or resource management. Examples include Kerbal Space Program for physics and rocketry, Civilization for civilization development, and The Oregon Trail for historical decision-making.

In the video, they argue that gamification can improve motivation. However, its impact on deep learning is often limited. Game-based learning, in contrast, has stronger evidence for improving understanding because learners actively engage with systems that represent real-world concepts, helping them build more accurate mental models.


The two following videos are from Marie Jo-Leroux. She was a former video game producer and has experience in instructional design. 

2. This video presents four methods to make learning more interactive. The motivation behind that video is that learning platforms that aim to make knowledge content more engaging are often passive, relying on a sequential teach-and-test approach through click-and-reveal or simple quizzes. That's why Marie Jo-Leroux proposes cognitive interaction, where learners actively figure out information rather than being told it first. This has a more learning-by-doing approach, where learners construct understanding through guided discovery, ultimately leading to deeper engagement and better retention.

  1. Socratic string: Learners are guided through carefully sequenced questions that let them deduce answers step-by-step. Earlier questions build confidence and knowledge that help them solve later, harder ones.
  2. Experimentation with feedback (pattern discovery): Learners infer rules by analyzing examples (e.g., approved vs. rejected cases) or by making decisions and receiving immediate feedback to refine their understanding.
  3. Rule testing through scenarios: Learners repeatedly apply rules in practice cases, adjusting their mental model based on outcomes, similar to scientific hypothesis testing.
  4. Data simulator: Learners manipulate variables in a system (e.g., loan approval factors) to see how outcomes change, allowing them to discover underlying rules through exploration.

3. This video provides steps for designing more engaging online learning by applying principles from video game design.

Step 0: Define a clear, measurable, real-world goal and identify the key behaviors learners must perform. This helps eliminate unnecessary content and ensures training focuses only on what drives real outcomes.

Step 1: Cognitive mechanics focuses on designing learning as a series of challenges. Instead of explaining content, learners are placed in problem situations where they discover and practice skills. The most important idea is to design a “final challenge” first, then scaffold easier versions leading up to it.

Step 2: Macro structure organizes these challenges into a learning journey using paths, branching, and “gates” that control progression based on mastery.

Step 3: Motivational mechanics enhance engagement by making progress visible and adding elements like curiosity, collection, and learner agency, rather than relying on superficial rewards.

Step 4: Difficulty balancing ensures learners stay in a “just right” challenge zone by adjusting parameters such as time limits or the number of attempts, rather than simplifying the content.

Step 5: Presentation reduces confusion and cognitive load through clear design, intuitive interfaces, and supportive feedback, so learners can focus on problem-solving rather than navigation.

Step 6: Wrapper refers to visuals, theme, and aesthetics, which are important for tone but secondary to learning design itself.







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