Gamification is a relatively new digital learning tool that educators are using to increase many aspects in students’ learning abilities. Gamification is a tool that has been created to offer many features of game play and stimulations, but in a non-game context. Gamification is a method to help motivate, engage and increase enjoyment in educational learning (Knewton, n.d.). Below are three gamification tools that educators use in their classrooms and in an online setting.


Duolingo is a free gamification tool that teaches students to learn another language in a fun and interactive setting. This new tool was development in 2012 and gives the student the ability to earn points for every correct answer that they get. It works on the student’s reaction time as it allows them to race against a clock and it also motivates the students to level up as they gain experience. This tool uses three of the five human senses through reading, listening, and speaking, to encourage participation and engagement with the lessons. Duolingo employs on the spot learning as it grades the assignments and participation efforts in immediate time for the student. This on-the-spot feedback is very valuable to both students and teachers, allowing each party to grow and create more lesson plans around the results (Duolingo, 2016).

This gamification tool has an informal digital learning style that teachers and students use to expand their language and vocabulary in many different ways. This program brings a different kind of learning style to the classroom by using game-like features to pull the student in to a learning environment without the student being aware that they are actively learning a new language (Olson, 2014). This tool focuses on entry level vocabulary and grows to more advance communication skills. Duolingo is available on any smart device for mobile learning and continuous learning outside the classroom. Here are a couple of additional websites that give more information about Duolingo: Duolingo School and Language Sufer

To get started using Duolingo as a teacher, first you would create an account with Duolingo. After that initial step, you would setup your classroom. Note that you will use a smart device and make sure that the application is setup on all devices for the students. Duolingo has a special code for the students in order to access the site. After both the teacher and the students are setup, you as the teacher will assign challenges and track the students’ progress (Duolingo, 2016).


Quizizz is a classroom multiple choice quiz game that teachers create to help their students review before tests. The students use a smart device to access the quiz and it is a self-paced program for the students. Quizizz does not need a projector like some gamification tools that help students review for tests, Quizizz shows the question and the possible answers on a single screen. Meaning that the student can take the quiz at their pace instead of having to wait for the class or the teacher to change to the next question. Quizizz can also be used anywhere since there is no projector. There is an option for the teacher to assign ‘homework’ from this tool as well. With this tool, the teacher is able to see results in real-time to help any student that is struggling and doesn’t understand the topic being covered (Vincent, 2015).

This gamification tool is created by teachers for their classroom to enhance the learning abilities of their students. This formal informational giving tool can be designed in minutes, graded in minutes and able to be taught live or as a take home assignment. Quizizz is a unique gamification tool that is all student-paced and not teacher-driven. The teacher is able to give real-time updates to their students to provide them feedback on how they are doing while working on the quiz or homework. This tool allows the student to motivate themselves and have a feeling of self-confidence (Chandler, 2015).  Here are a couple more websites that tell more about Quizizz: Quizizz and YouTubeQuizizz.

To get started using Quizizz, a teacher will need to first create an account, once this step has been completed they will select if they want their students to review relevant or new topics. Then they will decide to have a live game play or homework game play option, after this the teacher will go through and change quiz settings to be appropriate for their class or the topic they are wanting to review. The teacher will then give a passcode out to their students for them to get started. Once the quizzes are in progress, the teacher is able to get feedback and view data from their class. To create a quiz, here is another YouTube step-by-step video on that process (slideshare, 2015).

Education Arcade

Education Arcade is a relativity new gamification tool that Massachusetts Institute of Technology (MIT) created to get kids from grades 5-12 engaged in learning. Education Arcade is still in its growing phase and the educators at MIT are still working with school teachers for the development and continuous development of curriculum. This tool is helping transform kids into creators and explorers by having interactive learning lessons that are game-like which are built around math and science. Education Arcade are simulation games that are designed to keep the teacher and classroom setting in mind. This tool is mobile and can be used with any smart device anywhere that has Wifi (, 2016). There are many different learning programs that have so far been created to enhance learning in science through MIT’s game called Vanished or through Ubiquitous Biology. Both games are interactive and become more than just a game or a science lesson; it becomes an engaging environment for students to take their learning and apply it to game-like stimulations (, 2016).

Education Arcade is an informal learning style for kids to get excited about math and science. It is a tool to help them get prepared for college and also help them through current courses as well. This informal gamification tool helps drive home topics to boost the students understanding of a topic or subject. The curriculum has been designed by MIT graduate students along with actual teachers who are teaching math and science in grades 5-12. Even the platform that MIT Education Arcade is using called MIT Game Lab is an informal presentation of material and interactive stimulation games. Here are a couple of sites that gives more information about Education Arcade: Technology of Today and Education Arcade Conference 2005.

When it comes to signing up and starting Education Arcade in a classroom, a teacher first needs to go to the MIT Education Arcade’s website Then on the front page, the teacher can scroll down to ‘what we do’ and from their pick games for learning. After the teacher picks what game they want to use in their classroom, they would click on it and have to sign up for that learning game. The teacher would need to input what school they teach at, then name and email. Once this is done, the teacher can then assign the learning game out to their students and can monitor the progress of their students from any smart device (Ubiq, 2016).



Chandler, C. (2015). Four Tools to Help Gamify Your Classroom. MiddleWeb. Retrieved from

Four Tools to Help Gamify Your Classroom

Duolingo. (2016). Duolingo. Retrieved from (2016). Education Arcade. Massachusetts Institute for Technology. Retrieved         from

Knewton. (n.d.). Gamification. Knewton Infographics. Retrieved from https://www.knewton.             com/infographics/gamification-education/

Olson, P. (2014). Crowdsourcing Capitalists: How Duolingo’s Founders Offered Free Education             to Millions. Forbes. Retrieved from /2014/01/22/crowdsourcing-capitalists-how-duolingos-founders-offered-free-education- to-millions/#1740f5544ec8

Slideshare. (2015). Quizizz: Gamified Classroom Quizzes! SlideShare. Retrieved from

Ubiq. (2016). Ubiquitous Games Admin. Retrieved from      /admin/signup/

Vincent, T. (2015). Class Quiz Games With Quizizz (An Alternative to Kahoot). Learning in        Hand. Retrieved from


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