e-Learning Ecologies MOOC’s Updates
Kapp’s Game-Based Learning Model: The Erupting Volcano Game
Imagine walking into a classroom where students are not just reading about volcanoes but actively working as part of a disaster response team. This is the power of gamifying lessons—transforming ordinary content into immersive, mission-driven learning experiences (Gamification and Game-Based Learning, n.d.).
In a gamified volcano lesson, students are placed in the middle of a high-stakes scenario: a volcano near a village is showing signs of eruption. Their task is to analyze evidence, make predictions, and save lives. Divided into teams with roles such as volcanologists, engineers, and communicators, learners progress through levels of challenges that mirror real-world scientific practice.
The lesson begins with a knowledge quest. Students answer questions about volcano types, tectonic activity, and magma to “UNLOCK” the instruments they need. They then move into data analysis, interpreting seismic graphs, gas readings, and temperature changes. Each correct decision earns points and time credits, while mistakes create delays in the rescue effort.
As highlighted in Module 2 – Discursive Dimensions of Learning, today’s learners need to be able to use digital media to juxtapose and link text, diagrams, tables, datasets, video documentation, audio recordings, and other media. This gamified scenario exemplifies these multimodal literacies: students must integrate information from multiple sources to make sense of the situation and apply knowledge in real time.
To structure this gamified experience effectively, Kapp’s Game-Based Learning Model provides a useful framework (Kapp, 2012). The model emphasizes starting with clear learning objectives, integrating game mechanics such as points, badges, and challenges, and embedding content within an engaging narrative. Immediate feedback, opportunities for reflection, and fostering intrinsic and extrinsic motivation ensure that the gameplay supports both learning outcomes and engagement. The infographic (Figure 1) summarizes this model applied to the volcano scenario, showing how each element guides the lesson design.
Beyond knowledge of volcanoes, the gamified lesson develops learning, user engagement, motivation, reward, challenge, creativity, competition, and goal-oriented skills (Figure 2) from (Kurt, 2023). By framing learning as a mission, gamification turns science into an adventure—one where the stakes feel real, the knowledge is applied, and every student has a role to play.
References
Gamification and Game-Based Learning. (n.d.). Retrieved from CENTRE FOR TEACHING EXCELLENCE: https://uwaterloo.ca/centre-for-teaching-excellence/catalogs/tip-sheets/gamification-and-game-based-learning
Kapp, K. M. (2012). The Gamification Of Learning And Instruction. San Francisco: Pfeiffer.
Kurt, D. S. (2023). Gamification, What It Is, How It Works, Examples. Retrieved from Educational Technology: https://educationaltechnology.net/gamification-what-it-is-how-it-works-examples/