Friday, September 18, 2026

Gamified Learning Can Be Powerful, Purposeful, and Fun

Illustrated banner titled “Gamified Learning Can Be Powerful, Purposeful, and Fun.” In a bright school library, diverse students collaborate on a block-based sustainable city, create a digital story, and build a physical community model using books, drawings, and technology.
Gamification has become another target in calls to ban or restrict technology in schools. But where is the research showing that gamification itself is harmful?

Poorly designed programs can keep students clicking for points without producing meaningful learning. That deserves scrutiny. But research also shows that well-designed gamified and game-based learning can support motivation, persistence, collaboration, creativity, and academic growth.

In my new article, Gamified Learning Can Be Powerful, Purposeful, and Fun, I examine the difference between effective and ineffective gamification through examples including Footsteps2Brilliance, Khan Academy Kids, MovieStarPlanet, and Minecraft.

Fun is not the opposite of rigor. We should evaluate what students are doing and learning, not deprive them of powerful learning experiences simply because they include games, challenges, competition, or digital rewards.

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