Use games to get students back to class
Use games to get students back to class
Use games to get students back to class
Matthew Jones
November, 04, 2025
Summary
The cost-of-living crisis is reducing students’ study time and pushing them to prioritize paid work, lowering attendance at traditional sessions. Many now only attend high-value, hands-on activities, relying on online materials for lectures. To re-engage learners, the author uses gamified strategies such as escape rooms and card games, which boost participation, knowledge application and enjoyment. Effective delivery requires creative planning, group-based tasks and strong collaboration among staff. Scaling these activities institution-wide involves anticipating resource needs and sharing tools broadly; the team’s digital escape rooms now reach over 21,000 users worldwide. Gamification, while not a complete solution, meaningfully improves classroom engagement.
Reference
Jones, M. (2025, November 4). Use games to get students back to class. Times Higher Education. https://www.timeshighereducation.com/campus/use-games-get-students-back-class