Listen "29: What is gamification, and why should it matter in education?"
Episode Synopsis
In this kickoff conversation, host Kathleen Vail talks with John Hendron about the foundations of gamification—what it is, what it isn’t, and why educators and learning designers should care.
John traces his path from instructional technology leadership to researching how elements from games—like motivation loops, points, badges, social play, and competition—can improve adult professional learning. Using examples that span Apple Watch rings, Peloton leaderboards, classic board games, movie references, and even McDonald’s Monopoly, he illustrates how game mechanics quietly shape behaviors in everyday life.
This episode lays the groundwork for a deeper exploration of gamification’s psychology and its practical uses in education, professional development, and organizational engagement. Whether you’re new to gamification or already experimenting with game-inspired strategies, this conversation offers a clear, human-centered introduction.
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Key Topics Covered•The difference between playing games and gamification
Why game mechanics show up in fitness trackers, retail marketing, and daily technology habitsHistorical and cultural snapshots—from WarGames to Frogger to laser tag—that reveal how deeply games are woven into modern lifeResearch insights:Nicole Lazzaro’s four types of funThe human “magic circle” of playWhy the median gamer age is now 30—and why women game slightly more than menThe promise and pitfalls of points, badges, and leaderboardsClassroom examples: leaderboards, quests, and structures from eXplore Like a PirateProfessional learning examples: using scarcity, FOMO, incentives, and playful design to boost engagementHow organizations like Khan Academy weave in game-like structures without overwhelming learners
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Why This Matters for Educators
Gamification isn’t about turning classrooms into video arcades. It’s about understanding why humans are drawn to certain patterns—progress, challenge, social connection—and using those patterns to design learning experiences that genuinely motivate.
John frames gamification as a powerful, flexible tool for:•teacher professional development
student engagementprogram marketing and recruitmentorganizational culture building
John traces his path from instructional technology leadership to researching how elements from games—like motivation loops, points, badges, social play, and competition—can improve adult professional learning. Using examples that span Apple Watch rings, Peloton leaderboards, classic board games, movie references, and even McDonald’s Monopoly, he illustrates how game mechanics quietly shape behaviors in everyday life.
This episode lays the groundwork for a deeper exploration of gamification’s psychology and its practical uses in education, professional development, and organizational engagement. Whether you’re new to gamification or already experimenting with game-inspired strategies, this conversation offers a clear, human-centered introduction.
⸻
Key Topics Covered•The difference between playing games and gamification
Why game mechanics show up in fitness trackers, retail marketing, and daily technology habitsHistorical and cultural snapshots—from WarGames to Frogger to laser tag—that reveal how deeply games are woven into modern lifeResearch insights:Nicole Lazzaro’s four types of funThe human “magic circle” of playWhy the median gamer age is now 30—and why women game slightly more than menThe promise and pitfalls of points, badges, and leaderboardsClassroom examples: leaderboards, quests, and structures from eXplore Like a PirateProfessional learning examples: using scarcity, FOMO, incentives, and playful design to boost engagementHow organizations like Khan Academy weave in game-like structures without overwhelming learners
⸻
Why This Matters for Educators
Gamification isn’t about turning classrooms into video arcades. It’s about understanding why humans are drawn to certain patterns—progress, challenge, social connection—and using those patterns to design learning experiences that genuinely motivate.
John frames gamification as a powerful, flexible tool for:•teacher professional development
student engagementprogram marketing and recruitmentorganizational culture building
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