Dr. Eric Hanson
Instructional Design
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Gamification 101
Project Type
Gamification Prototype
Date
January 2025
The Problem
Education has a serious engagement problem. Students often view learning as a passive, one-size-fits-all experience. While research consistently shows that gamification increases motivation, retention, and overall learning outcomes, most educators either:
1) Don't know how to implement gamification effectively beyond adding points and leaderboards, which alone do not create meaningful engagement.
2) Lack the tools and strategies to gamify their lessons in a way that aligns with learning objectives rather than just adding "fun" elements for the sake of it.
3) Struggle to balance structure with autonomy, meaning students either get lost in unstructured activities or become disengaged by overly rigid frameworks.
The Audience
This project is designed for educators who want to incorporate effective gamification elements into their lessons but don’t know where to start. Most teachers recognize that adding game mechanics can boost student engagement, but few have the tools or knowledge to implement them effectively.
The Solution
This presentation provides a clear, step-by-step framework for educators to implement gamification the right way. It doesn’t just cover definitions—it provides concrete techniques to enhance learning experiences, including:
1) The core mechanics of gamification (feedback loops, storytelling, challenges, autonomy, collaboration, etc.).
2) Examples of effective gamified lessons (like the WWII interactive learning experience in this prototype).
I created this prototype using Canva, Audacity, and some limited AI tools to storyboard, design, and present a structured approach to making lessons more engaging through gamification. While this prototype demonstrates core principles, the full version will be a fully interactive module, developed in tools like Articulate Storyline or Rise 360.
In the full version, educators will walk through designing their own gamified lesson and get actionable feedback.
This isn’t about adding superficial "game-like" elements—it’s about transforming the learning experience using game design principles that truly engage students.
My Process:
I took an instructional design approach rooted in a variation of ADDIE (Analysis, Design, Development, Implementation, Evaluation) combined with learning experience mapping. Here’s how I approached it:
1) Analysis: Identified the gap between how educators currently attempt gamification vs. best practices.
2) Design: Created a structured learning experience, aligning gamification mechanics with learning objectives.
3) Development: Used Canva for prototyping, Audacity for audio elements, and AI-assisted tools for content refinement.
4) Implementation (Next Step): This prototype is just the beginning—the final module will be
developed in Articulate Rise 360 with interactive assessments.
5) Evaluation (Coming Soon): Once implemented, we’ll measure how effectively the module helps educators apply gamification techniques in real-world classrooms.





















