Many students consider the traditional way of teaching ineffective and boring, with most teachers facing significant problems in finding ways to motivate students (Lee & Hammer, 2011). This is where gamification comes in to help. Its goal is to reshape the educational process in such a way as to enhance the involvement of students with the subject being taught.

But is it effective as an educational approach? What does neuroscience have to say about gamification in learning?


Dozens of activities today involve collecting points, from buying your morning coffee and visiting the neighbourhood supermarket to collecting points for our car fuel and travel. All these are examples of gamification in our everyday life.

Gamification is using game mechanics in non-game situations (Detering, Dixon, Khaled, & Nacke, 2011). In this way, the elements that govern the games are used to immediately improve the user’s experience and strengthen his interest, ultimately leading him to greater loyalty to the product.

Similar efforts are being made in the education sector. Gamification in education seeks to make use of the characteristics found in electronic games to increase students’ involvement with the subject of interest (Seaborn & Fels, 2015) and to instil in them correct social behaviours (Furdu, I., Tomozei, C., & Köse, 2017; Yuan, 2017).

Neuroscience

There is much debate surrounding the effectiveness of gamification in learning. Some experts believe it can be a powerful tool to engage students and help them learn new information. Others argue that its benefits are minimal. But what is true? Let’s see what neuroscience says about gamification in learning and psychology.

The Hippocampus Controls Recall

The hippocampus is an area in the lower section of the brain which is largely responsible for knowledge recall.

During learning, strong activation of the hippocampus helps high recall of information by students (Foerde & Shohamy, 2011). It has been proven that games significantly affect the hippocampus of the brain. This is because the brain is more likely to retain and recall information that is associated with positive emotions and experiences.

Do not forget that games are meant to have a reversible degree of difficulty. Thus, games allow the players, if they fail on the first attempt, to repeat the necessary actions until they succeed. Repetition and, by extension, practice help improve memory by providing students with opportunities to engage with the material and practice recalling information actively.

In a study conducted by BBC’s Horizon, a test group of older subjects played a popular racing game for 15 hours over 5 weeks. When they were evaluated after that period, their memory and attention span scores had improved by around 30%.

Dopamine Creates Positive Associations With Learning

Dopamine is a neurotransmitter that is involved in reward and motivation, and it can play a role in how gamification affects learning. When we engage in pleasurable activities, such as playing a game or achieving a goal, the brain releases dopamine, which can increase feelings of happiness and satisfaction. This dopamine release can motivate us to continue engaging in the activity to experience that feeling of reward again.

In the context of gamification and learning, game elements such as points and rewards can trigger dopamine release, motivating students to continue learning and engaging with the material. Gamification can also increase the challenge and novelty of learning tasks, further increasing dopamine release and enhancing motivation and engagement.

The Brain Processes Stories Better Than Facts

One of the key components of a compelling game is a good story. People tend to remember stories better than lists of unconnected facts. This isn’t just a matter of preference; it’s a physiological imperative. When we are engaged in a strong narrative, the brain releases oxytocin – a chemical that generates feelings of trust and empathy. As a result, when the brain receives information presented as a story, it recognises it as being more valid.

Badges And Rewards Can Trigger Serotonin Release

Serotonin is a neurotransmitter that is involved in a variety of functions in the body, including mood, sleep, and appetite. It is not clear whether serotonin is specifically released in response to gamification, as the effects of gamification on neurotransmitter release are not fully understood.

However, it is possible that gamification could affect serotonin levels indirectly by influencing mood and emotion. For example, if gamification increases feelings of happiness and accomplishment, it could increase serotonin levels. However, more research is needed to understand the specific relationship between gamification and serotonin release.

Playing Games Releases Endorphins

The thrill and excitement of playing a game are the result of endorphins being released. Endorphins are the body’s natural painkiller, but they can also lower stress and anxiety levels and even create a sense of euphoria. Combined with other neurotransmitters, this helps create an ideal environment for focused learning.

Gameplay Reduces Stress

Cortisol is known as the stress hormone, and it controls the body’s reaction to stressful situations. When it comes to learning, high levels of cortisol force the brain into survival mode, distracting from learning in order to deal with the stress. Results of a Texas A&M International University study showed that “games reduce depression and hostile feelings in players through mood management.”

Gamification Helps Deal With Cognitive Overload

The brain can only handle a finite amount of information. If the cognitive load is too great, the learner could miss information, resulting in incomplete training. One way that gamification can deal with cognitive load is to present the learning in a more game-like, challenge-based format. Along with the other neurological benefits of gamification, this approach helps to chunk the learning into smaller pieces that are easier to retain.