Play to Learn: Gamification


42’s mission is to bring out and stimulate talents, and to attain this, it proposes a motivating environment rooted in a gaming theme. It’s the stimulation of intrinsic motivation, known for increasing simultaneously the learning quality and the well-being of students, who are at the center of our own gamification principle.

Let’s take the example of two students’ profiles to illustrate the gamification process

Firstly, through project organization: here, the projects are organized according to a dependency tree that the “student-players” can go through in order to earn levels in different competencies, at their own pace.

By completing their projects and participating in the community life, the students also earn ​*achievements*​ which highlight the value of the fun and social aspects of their education.

Some solo quests are also offered to students as a way to organize their studies and to allow them to have clear short, medium and long term objectives. The group quests, in turn help strengthen cooperation and cohesion amongst students through fun community events.

Finally, for students who are the most competitive, the ​*Hall of Fame*​ welcomes duels and battles on certain technical aspects of the projects!

Through all these traditional gaming components, reinterpreted in the context of motivational theories, and most importantly the theory of self-determination, 42 creates a rich environment where the autonomy, expertise and well-being of the students can be developed.

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