Gamification in learning: turning work into play
Julin, Jan (2025)
Julin, Jan
Oulun ammattikorkeakoulu
2025
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi-fe20251110106441
https://urn.fi/URN:NBN:fi-fe20251110106441
Tiivistelmä
This article explores how gamification can transform learning by embedding goals, feedback, and rewards into educational contexts. It discusses how different platforms leverage game mechanics to enhance motivation, and how careful design is needed to balance extrinsic and intrinsic drives. A case study, Fish to Wonder, developed at Oamk, demonstrates how gamification can revive the nearly forgotten craft of tanning fish skin, turning a complex manual skill into an engaging digital learning experience. Properly applied, gamification can make even routine tasks motivating and meaningful.
