Aligning Gamified Learning Experiences to Learning Outcomes
International Journal of Changes in Education, 2(3), 2025, 181-190, https://doi.org/10.47852/bonviewIJCE52023413
Publication date: Aug 22, 2025
ABSTRACT
Gamified learning experiences use game mechanics and structures in curriculum and learning activities to engage students with content and scaffold toward intended learning outcomes. Using the domains of Bloom’s taxonomy of learning in the cognitive domain to explore the possible relationship between games and learning for application to university learning, links can be made between thinking skills and game types. This paper describes the development of the gamification alignment table and the gamification alignment model, how these were used to design a gamified learning experience (GLE) for the intended student learning outcomes at the first-year undergraduate level, and how they could be used at master’s level with different available in-game choices. The gamification alignment table allows learning designers to identify how the pedagogical lexicon matches to existing features of games and therefore can be easily transformed into GLEs. In the gamification alignment model, the six levels of knowledge in the cognitive domain, with pedagogical verbs used by educators and learning designers in planning and designing GLEs, are paired with game types involving different sorts of learning activities. The concept explored in the example GLE in this paper was the accounting and finance threshold concept of the time value of money. This research provides a further link between Bloom’s levels and the Australian Qualifications Framework levels and the comparable European Qualifications Framework levels. This novel mapping provides rationale for the linking of game design and learning outcomes and will be of interest to educational designers, as well as academics, with a learning focus.
KEYWORDS
gamified learning experience gamification alignment table gamification alignment model intended learning outcomes Australian Qualifications Framework
CITATION (APA)
Wood, K., & Drew, S. (2025). Aligning Gamified Learning Experiences to Learning Outcomes. International Journal of Changes in Education, 2(3), 181-190. https://doi.org/10.47852/bonviewIJCE52023413
Harvard
Wood, K., and Drew, S. (2025). Aligning Gamified Learning Experiences to Learning Outcomes. International Journal of Changes in Education, 2(3), pp. 181-190. https://doi.org/10.47852/bonviewIJCE52023413
Vancouver
Wood K, Drew S. Aligning Gamified Learning Experiences to Learning Outcomes. International Journal of Changes in Education. 2025;2(3):181-90. https://doi.org/10.47852/bonviewIJCE52023413
AMA
Wood K, Drew S. Aligning Gamified Learning Experiences to Learning Outcomes. International Journal of Changes in Education. 2025;2(3), 181-190. https://doi.org/10.47852/bonviewIJCE52023413
Chicago
Wood, Kayleen, and Steve Drew. "Aligning Gamified Learning Experiences to Learning Outcomes". International Journal of Changes in Education 2025 2 no. 3 (2025): 181-190. https://doi.org/10.47852/bonviewIJCE52023413
MLA
Wood, Kayleen et al. "Aligning Gamified Learning Experiences to Learning Outcomes". International Journal of Changes in Education, vol. 2, no. 3, 2025, pp. 181-190. https://doi.org/10.47852/bonviewIJCE52023413
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