Game-based education isn’t a new topic—it’s been around for a number of years. But as technology advances and opportunities increase for EdTech companies to use gamification to supplement traditional learning, important progression is occurring.

Teacher and Student Involvement

One of the best trends we’ve discovered is the involvement of both the educator and the student in the creation of new game-based products. EdTech companies are actively seeking the input from each, and by giving teachers and students a seat at the table, more relevant, engaging and effective gamification programs are being created.

Not only are teachers and students helping to shape the technology games being used in the classroom, they’re also ensuring important soft skills are also being addressed. Gamification now involves more tools to help students express emotion, explore self-regulation and build conflict resolution strategies.

Embedded Assessment

The newest methods of game-based education include assessments that are embedded directly into the learning activities themselves. These assessments are generally invisible to the students, which removes the anxiety that is often associated with testing. It’s entirely possible these embedded assessments can be used in place of traditional tests that are commonly used in classrooms today.

Because the assessments are built with advanced learning technologies that are compiled into data sets, it also becomes easier for the teacher to understand why students may be having trouble mastering certain concepts. Recognizing exactly why a student may be facing difficulties makes it easier for the teacher to use a personalized approach to address the challenges head-on.

Diagnostic and Support Purposes

Due to the advanced nature of the technology incorporated, game-embedded assessments can be helpful for diagnostic and support purposes for students that may be having issues mastering certain tasks. The gamification of learning allows a more personalized way to address the challenges of an individual student’s educational needs.

Additionally, game-based education makes it easy for educators to adapt materials based on their student’s individual needs. For example, a student with a print disability can instead learn via graphics from within a game.

Furthermore, research suggests that when students are learning via game-based education methods, they are more willing to welcome academic challenge and feel ownership in their learning. This allows each student to experience educational victories at their own appropriate level of learning.

CuroGens Learning believes that combining game-based education with advanced learning increases engagement and success. To learn more about how CuroGens Learning utilizes gamification and technology, contact us at