ABSTRACT

Gamification is using game-based elements and aesthetics in a non-game environment to engage learners and solve problems. This chapter guides sport, exercise, and psychology educators through the process of gamifying their classes, starting with creating or identifying the narrative or story, tips on effectively creating a classroom environment that promotes competition and cooperation, immediate feedback, freedom to fail, and finally integrating the essential components: achievements, badges, leaderboards, levels, and points. Gamifying the classroom means manipulating three major elements: dynamics, mechanics, and components. The dynamics entail both the narrative, or story, used in the class as well as the sequencing of the story throughout the course. Although the idea of gamification is not new, there are not yet many published studies examining gamification in the sport or exercise psychology classroom. Finally, this chapter includes an example of a gamified face-to-face undergraduate sport psychology classroom to assist readers in beginning their own journey in gamification.