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Short Abstract
Digital gamification offers powerful tools to revolutionize civic education. My presentation explores how video games, mobile apps, and interactive digital platforms can transform traditional civics lessons into engaging experiences. I'll analyze existing digital civic games, address implementation challenges, and propose innovative ways to integrate gaming technology into civic education.
Extended Abstract
Topic and Relevance:
This presentation explores the innovative application of gamification principles to civic education, addressing a critical challenge in our society: the lack of engagement and understanding in civic processes, particularly among younger generations. The importance of this topic cannot be overstated in an era where democratic participation is crucial, yet civic knowledge remains alarmingly low.
Recent studies indicate that only about 26% of Americans can name all three branches of government (Annenberg Public Policy Center, 2021), and voter turnout among young people consistently lags behind other age groups (Fabina, 2021). These statistics underscore a pressing need for more effective civic education strategies. Gamification – the application of game design elements in non-game contexts – offers a promising solution to transform civic learning from a perceived chore into an engaging, interactive experience (Dicheva et al., 2015).
The Current State of Civic Education
Civic education often falls into one of two traps:
1. The "Boring Textbook" Approach: Dry facts, dates, and processes that students memorize for tests and promptly forget.
2. The "Preaching to the Choir" Approach: Engaging activities that only appeal to students already interested in politics and civic engagement.
The result is a general lack of civic knowledge and engagement among young people. However, research suggests that young people are not apathetic; many are passionate about issues affecting their communities. The disconnect lies in how traditional civic education fails to connect with their lives and interests (Kahne & Bowyer, 2019).
Gamification: A New Approach to Civic Learning
Gamification in education involves applying elements that make games engaging – such as points, badges, leaderboards, narratives, and challenges – to learning experiences. When done effectively, it taps into psychological principles that drive engagement (Sailer & Homner, 2020):
1. Immediate feedback
2. Sense of progress and achievement
3. Social connection and competition
4. Autonomy and choice
5. Incremental challenges that match skill levels
By applying these principles to civic education, we can:
1. Make abstract concepts concrete and relatable
2. Provide safe spaces for experimentation and failure
3. Offer immediate feedback on civic decisions
4. Foster a sense of agency and impact
5. Encourage collaboration and competition in solving civic challenges
Recent studies have shown that gamified learning experiences can significantly increase student engagement and knowledge retention in civic education contexts (Martens & Holmgren, 2022).
Case Studies: Gamification in Action
Several existing platforms and games demonstrate the potential of gamification in civic learning:
1. Online platforms like iCivics offer free games that teach various aspects of civics and government, such as running a constitutional law firm or managing a country's policies (Blevins et al., 2016).
2. Mobile apps like "Go Vote" gamify voter registration and learning about voting procedures (Eschrich et al., 2020).
3. Classroom simulations where students create and run their own countries, such as "Democracy 3" (Nygren et al., 2021).
These examples show diverse applications of gamification, from simple mobile apps to complex simulations, each addressing different aspects of civic education.
Challenges and Considerations
While gamification offers exciting possibilities, several challenges need addressing:
1. Balance: Ensuring the "game" aspect doesn't overshadow learning objectives.
2. Inclusivity: Designing experiences that appeal to diverse learning styles and backgrounds.
3. Assessment: Measuring the effectiveness of gamified learning compared to traditional methods.
4. Technology Access: Implementing gamification in schools with limited resources.
5. Teacher Training: Preparing educators to effectively use gamified learning tools.
While gamification offers exciting possibilities, several challenges need addressing, including balancing game elements with learning objectives, ensuring inclusivity, and preparing educators to effectively use these tools (Jagušt et al., 2018).
Vision for Gamified Civic Learning
The future of gamified civic learning could include:
1. Adaptive Learning Systems: Platforms that personalize challenges and content based on individual interests and skill levels.
2. Augmented Reality Civic Quests: Using AR technology to uncover local history and civic significance.
3. Virtual Town Halls: Online spaces for practicing civic discourse and experiencing democratic processes.
4. Real-world Integration: Systems that encourage and reward actual civic participation.
5. Cross-generational Learning: Games fostering civic engagement across different age groups.
Plan for Interactivity
To ensure high engagement during the presentation, two key interactive elements will be incorporated:
1. Mini-Game Experience: iCivics "Branches of Power" Attendees will participate in a live, interactive civic-themed game that demonstrates gamification principles in action. We will use the iCivics game "Branches of Power," which simulates the functioning of the three branches of the U.S. government (Blevins et al., 2016).
2. At the start of the presentation, attendees will be directed to access the game on their personal devices. Then the following will occur:
- A brief tutorial will be provided on how to play the game.
-Attendees will have 15-20 minutes to play the game, experiencing firsthand how gamification can make learning about government structures engaging.
-After the gameplay session, short discussions will happen on the following:
-What they learned about the branches of government through the game
-How the game elements (points, challenges, immediate feedback) enhanced their learning experience
-How this type of gamified learning compares to traditional civic education methods
We'll use this experience as a springboard to discuss the broader applications of gamification in civic education.
3. Interactive Idea Wall: "Civic Learning Revolution" A digital idea wall will be set up to foster ongoing engagement and idea-sharing throughout the presentation. This wall will serve as a collaborative space for attendees to contribute thoughts, ask questions, and build on each other's ideas.
-The wall will be accessible via a simple web link, allowing attendees to participate using their own devices.
-It will be divided into sections corresponding to key presentation topics (e.g., "Gamification Techniques," "Civic Education Challenges," "Future Visions").
-Attendees can post ideas, questions, or comments in real-time throughout the presentation.
-Posts can include text, images, or links to relevant resources.
-Participants can "upvote" or comment on others' contributions, creating a dynamic, evolving discussion.
-The presenter will periodically reference the idea wall, incorporating emerging themes or popular ideas into the discussion.
-Towards the end of the session, time will be allocated to review and discuss the most engaging or innovative ideas from the wall.
-The contents of the idea wall will be made available to attendees after the presentation, serving as a valuable resource for further exploration and collaboration.
These interactive elements will not only demonstrate gamification principles in action but also provide attendees with hands-on experience in applying these concepts to civic learning. They will encourage active participation, collaborative problem-solving, and creative thinking about the future of civic education.
Key Takeaways for Attendees
By the end of the presentation, attendees will:
1. Understand the core principles of gamification and how they can be applied to civic education.
2. Gain insights into successful case studies of gamified civic learning platforms and their impact.
3. Recognize the challenges in implementing gamified civic education and strategies to address them.
4. Learn practical ideas for incorporating gamification elements into their own educational practices or civic engagement initiatives.
5. Develop a vision for the future of civic education that leverages technology and game design principles to foster engagement and understanding.
6. Acquire tools and resources for further exploration and implementation of gamified civic learning.
Conclusion
Gamifying civic education presents a promising path to transform how we teach and learn about democracy, governance, and civic responsibility. By tapping into the power of game design, we have the opportunity to create learning experiences that not only convey the fundamentals of civics but also inspire active, engaged citizenship (Levy et al., 2021).
This presentation aims to spark creativity and collaboration among educators, game designers, policymakers, and civic engagement advocates. Together, we can leverage gamification to address the critical need for more effective civic education, potentially revolutionizing how future generations engage with and participate in democratic processes.
References
Annenberg Public Policy Center. (2021). Civics knowledge survey. University of Pennsylvania.
Blevins, B., LeCompte, K., & Wells, S. (2016). Innovations in civic education: Developing civic agency through action civics. Theory & Research in Social Education, 44(3), 344-384.
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75-88.
Eschrich, L., Holmgaard, P., & Jensen, T. (2020). Gamifying voter registration: A field experiment on attracting youth voters. Journal of Elections, Public Opinion and Parties, 30(4), 492-510.
Fabina, J. (2021). Despite pandemic challenges, 2020 election had largest increase in voting between presidential elections on record. United States Census Bureau.
Jagušt, T., Botički, I., & So, H. J. (2018). Examining competitive, collaborative and adaptive gamification in young learners' math learning. Computers & Education, 125, 444-457.
Kahne, J., & Bowyer, B. (2019). Can media literacy education increase digital engagement in politics? Learning, Media and Technology, 44(2), 211-224.
Levy, B. L., Babb-Guerra, A., Owczarek, W., & Batt, L. M. (2021). Can education reduce political polarization? Fostering open-minded political engagement during the legislative semester. Education, Citizenship and Social Justice, 16(2), 118-135.
Martens, A., & Holmgren, R. (2022). Gamification of civic education: A systematic literature review. Computers & Education, 179, 104407.
Nygren, T., Folkesson, A., & Fahlén, M. (2021). Digital civic literacy education in the wake of the 2020 pandemic: A systematic literature review. Frontiers in Education, 6, 639230.
Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32, 77-112.
This presentation explores the innovative application of gamification principles to civic education, addressing a critical challenge in our society: the lack of engagement and understanding in civic processes, particularly among younger generations. The importance of this topic cannot be overstated in an era where democratic participation is crucial, yet civic knowledge remains alarmingly low.
Recent studies indicate that only about 26% of Americans can name all three branches of government (Annenberg Public Policy Center, 2021), and voter turnout among young people consistently lags behind other age groups (Fabina, 2021). These statistics underscore a pressing need for more effective civic education strategies. Gamification – the application of game design elements in non-game contexts – offers a promising solution to transform civic learning from a perceived chore into an engaging, interactive experience (Dicheva et al., 2015).
The Current State of Civic Education
Civic education often falls into one of two traps:
1. The "Boring Textbook" Approach: Dry facts, dates, and processes that students memorize for tests and promptly forget.
2. The "Preaching to the Choir" Approach: Engaging activities that only appeal to students already interested in politics and civic engagement.
The result is a general lack of civic knowledge and engagement among young people. However, research suggests that young people are not apathetic; many are passionate about issues affecting their communities. The disconnect lies in how traditional civic education fails to connect with their lives and interests (Kahne & Bowyer, 2019).
Gamification: A New Approach to Civic Learning
Gamification in education involves applying elements that make games engaging – such as points, badges, leaderboards, narratives, and challenges – to learning experiences. When done effectively, it taps into psychological principles that drive engagement (Sailer & Homner, 2020):
1. Immediate feedback
2. Sense of progress and achievement
3. Social connection and competition
4. Autonomy and choice
5. Incremental challenges that match skill levels
By applying these principles to civic education, we can:
1. Make abstract concepts concrete and relatable
2. Provide safe spaces for experimentation and failure
3. Offer immediate feedback on civic decisions
4. Foster a sense of agency and impact
5. Encourage collaboration and competition in solving civic challenges
Recent studies have shown that gamified learning experiences can significantly increase student engagement and knowledge retention in civic education contexts (Martens & Holmgren, 2022).
Case Studies: Gamification in Action
Several existing platforms and games demonstrate the potential of gamification in civic learning:
1. Online platforms like iCivics offer free games that teach various aspects of civics and government, such as running a constitutional law firm or managing a country's policies (Blevins et al., 2016).
2. Mobile apps like "Go Vote" gamify voter registration and learning about voting procedures (Eschrich et al., 2020).
3. Classroom simulations where students create and run their own countries, such as "Democracy 3" (Nygren et al., 2021).
These examples show diverse applications of gamification, from simple mobile apps to complex simulations, each addressing different aspects of civic education.
Challenges and Considerations
While gamification offers exciting possibilities, several challenges need addressing:
1. Balance: Ensuring the "game" aspect doesn't overshadow learning objectives.
2. Inclusivity: Designing experiences that appeal to diverse learning styles and backgrounds.
3. Assessment: Measuring the effectiveness of gamified learning compared to traditional methods.
4. Technology Access: Implementing gamification in schools with limited resources.
5. Teacher Training: Preparing educators to effectively use gamified learning tools.
While gamification offers exciting possibilities, several challenges need addressing, including balancing game elements with learning objectives, ensuring inclusivity, and preparing educators to effectively use these tools (Jagušt et al., 2018).
Vision for Gamified Civic Learning
The future of gamified civic learning could include:
1. Adaptive Learning Systems: Platforms that personalize challenges and content based on individual interests and skill levels.
2. Augmented Reality Civic Quests: Using AR technology to uncover local history and civic significance.
3. Virtual Town Halls: Online spaces for practicing civic discourse and experiencing democratic processes.
4. Real-world Integration: Systems that encourage and reward actual civic participation.
5. Cross-generational Learning: Games fostering civic engagement across different age groups.
Plan for Interactivity
To ensure high engagement during the presentation, two key interactive elements will be incorporated:
1. Mini-Game Experience: iCivics "Branches of Power" Attendees will participate in a live, interactive civic-themed game that demonstrates gamification principles in action. We will use the iCivics game "Branches of Power," which simulates the functioning of the three branches of the U.S. government (Blevins et al., 2016).
2. At the start of the presentation, attendees will be directed to access the game on their personal devices. Then the following will occur:
- A brief tutorial will be provided on how to play the game.
-Attendees will have 15-20 minutes to play the game, experiencing firsthand how gamification can make learning about government structures engaging.
-After the gameplay session, short discussions will happen on the following:
-What they learned about the branches of government through the game
-How the game elements (points, challenges, immediate feedback) enhanced their learning experience
-How this type of gamified learning compares to traditional civic education methods
We'll use this experience as a springboard to discuss the broader applications of gamification in civic education.
3. Interactive Idea Wall: "Civic Learning Revolution" A digital idea wall will be set up to foster ongoing engagement and idea-sharing throughout the presentation. This wall will serve as a collaborative space for attendees to contribute thoughts, ask questions, and build on each other's ideas.
-The wall will be accessible via a simple web link, allowing attendees to participate using their own devices.
-It will be divided into sections corresponding to key presentation topics (e.g., "Gamification Techniques," "Civic Education Challenges," "Future Visions").
-Attendees can post ideas, questions, or comments in real-time throughout the presentation.
-Posts can include text, images, or links to relevant resources.
-Participants can "upvote" or comment on others' contributions, creating a dynamic, evolving discussion.
-The presenter will periodically reference the idea wall, incorporating emerging themes or popular ideas into the discussion.
-Towards the end of the session, time will be allocated to review and discuss the most engaging or innovative ideas from the wall.
-The contents of the idea wall will be made available to attendees after the presentation, serving as a valuable resource for further exploration and collaboration.
These interactive elements will not only demonstrate gamification principles in action but also provide attendees with hands-on experience in applying these concepts to civic learning. They will encourage active participation, collaborative problem-solving, and creative thinking about the future of civic education.
Key Takeaways for Attendees
By the end of the presentation, attendees will:
1. Understand the core principles of gamification and how they can be applied to civic education.
2. Gain insights into successful case studies of gamified civic learning platforms and their impact.
3. Recognize the challenges in implementing gamified civic education and strategies to address them.
4. Learn practical ideas for incorporating gamification elements into their own educational practices or civic engagement initiatives.
5. Develop a vision for the future of civic education that leverages technology and game design principles to foster engagement and understanding.
6. Acquire tools and resources for further exploration and implementation of gamified civic learning.
Conclusion
Gamifying civic education presents a promising path to transform how we teach and learn about democracy, governance, and civic responsibility. By tapping into the power of game design, we have the opportunity to create learning experiences that not only convey the fundamentals of civics but also inspire active, engaged citizenship (Levy et al., 2021).
This presentation aims to spark creativity and collaboration among educators, game designers, policymakers, and civic engagement advocates. Together, we can leverage gamification to address the critical need for more effective civic education, potentially revolutionizing how future generations engage with and participate in democratic processes.
References
Annenberg Public Policy Center. (2021). Civics knowledge survey. University of Pennsylvania.
Blevins, B., LeCompte, K., & Wells, S. (2016). Innovations in civic education: Developing civic agency through action civics. Theory & Research in Social Education, 44(3), 344-384.
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75-88.
Eschrich, L., Holmgaard, P., & Jensen, T. (2020). Gamifying voter registration: A field experiment on attracting youth voters. Journal of Elections, Public Opinion and Parties, 30(4), 492-510.
Fabina, J. (2021). Despite pandemic challenges, 2020 election had largest increase in voting between presidential elections on record. United States Census Bureau.
Jagušt, T., Botički, I., & So, H. J. (2018). Examining competitive, collaborative and adaptive gamification in young learners' math learning. Computers & Education, 125, 444-457.
Kahne, J., & Bowyer, B. (2019). Can media literacy education increase digital engagement in politics? Learning, Media and Technology, 44(2), 211-224.
Levy, B. L., Babb-Guerra, A., Owczarek, W., & Batt, L. M. (2021). Can education reduce political polarization? Fostering open-minded political engagement during the legislative semester. Education, Citizenship and Social Justice, 16(2), 118-135.
Martens, A., & Holmgren, R. (2022). Gamification of civic education: A systematic literature review. Computers & Education, 179, 104407.
Nygren, T., Folkesson, A., & Fahlén, M. (2021). Digital civic literacy education in the wake of the 2020 pandemic: A systematic literature review. Frontiers in Education, 6, 639230.
Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32, 77-112.
Presenting Speakers

Joshua Jonas
Graduate Assistant/Student at Baylor University
Joshua Jonas is a Ph.D. student in the Curriculum and Instruction department at Baylor University. With over 14 years of experience teaching high school students in Antigua and Barbuda, his expertise spans courses such as Religion, History, Speech, Physical Education, and Geography. Joshua's research interests converge at the intersection of educational technology and student learning outcomes. He is passionate about exploring innovative approaches to enrich teaching methodologies, foster deeper learning experiences, and boost student engagement. His focus includes game-based learning, online platforms, metacognitive development, and adaptive learning systems.
In addition to his academic pursuits, Joshua is actively involved in several roles at Baylor, including the Academy of Teaching and Learning, where he serves as a graduate fellow, and the Global Ambassador program. He also represents the Curriculum and Instruction department in the Graduate Student Association. Joshua is committed to helping develop preservice teachers, equipping them with the skills and tools necessary for success in the classroom and beyond. His long-term goal is to leverage his expertise to develop EdTech tools that empower education in the Caribbean, aiming to promote inclusive learning and support marginalized communities. Outside of academia, Joshua enjoys sports, theology, history, and spending quality time with his wife and two young children.
In addition to his academic pursuits, Joshua is actively involved in several roles at Baylor, including the Academy of Teaching and Learning, where he serves as a graduate fellow, and the Global Ambassador program. He also represents the Curriculum and Instruction department in the Graduate Student Association. Joshua is committed to helping develop preservice teachers, equipping them with the skills and tools necessary for success in the classroom and beyond. His long-term goal is to leverage his expertise to develop EdTech tools that empower education in the Caribbean, aiming to promote inclusive learning and support marginalized communities. Outside of academia, Joshua enjoys sports, theology, history, and spending quality time with his wife and two young children.
Additional Author
Karon LeCompte
Associate Professor at Baylor University
The Role of Gamification in Civic Learning
Track
Emerging Education Technologies and Innovations
Description
4/2/2025 | 2:15 PM - 2:30 PM
Main Zoom Room:
Lightning Talks
Evaluate Session
Modality: Virtual
Location: Zoom Room 4
Track: Emerging Education Technologies and Innovations
Session Type: Graduate Student Lightning Session (15 Min)
Institution Level: Higher Ed, K-12, Industry, Government
Audience Level: All
Intended Audience: Administrators, Design Thinkers, Students, Training Professionals, Technologists, Researchers, All Attendees
Special Session Designation: Focused on Blended Learning, For Educators at Community Colleges, Focused on Diversity, Equity, Inclusion, and Belonging (DEIB), For Educators at HBCUs, For Instructional Designers, For Leaders and Administrators, For Educators at MSIs, Focused on Open Education, Presenting Original Research, International, K-12
Location: Zoom Room 4
Track: Emerging Education Technologies and Innovations
Session Type: Graduate Student Lightning Session (15 Min)
Institution Level: Higher Ed, K-12, Industry, Government
Audience Level: All
Intended Audience: Administrators, Design Thinkers, Students, Training Professionals, Technologists, Researchers, All Attendees
Special Session Designation: Focused on Blended Learning, For Educators at Community Colleges, Focused on Diversity, Equity, Inclusion, and Belonging (DEIB), For Educators at HBCUs, For Instructional Designers, For Leaders and Administrators, For Educators at MSIs, Focused on Open Education, Presenting Original Research, International, K-12