Game-Based Learning: Research-Backed Implementation | Magic EdTech
Skip to main content
Episode 70

Proof Over Play: The New Rules for EdTech Engagement

Brief description of the episode

Vadim Polikov, CEO of Legends of Learning, joins Dipesh Jain to unpack what it really takes to make game-based learning work in K–12 classrooms. He explains the key difference between gamification and true game-based learning and why aligning to curriculum and class time matters. Tune in to find out how AI is improving personalization, surfacing actionable insights for teachers and parents, and helping edtech tools work together.

Key Takeaways:

    • Gamification adds game-like elements (like points or leaderboards) to non-game materials to motivate students, but the gameplay itself isn’t connected to the learning content.
    • Game-based learning uses gameplay to directly teach concepts, for example, running a pizza shop to learn fractions, where the play and the lesson are intertwined.
    • Gamification is easier and cheaper to build and is often used for quick assessments or quizzes, especially when there’s limited class time.
    • Game-based learning is harder to scale because each concept needs a different, purpose-built game tied to standards.
    • While both have a role in classrooms, only game-based learning tends to be bought by districts, as it delivers rigorous, curriculum-aligned instruction, whereas gamification is seen more as a classroom practice tool.

Stay informed.

Subscribe to receive the latest episode in your inbox.