The games industry is a growing market worldwide, and an increasing part of the population report that they
regularly take part in gaming. In the last few years it has become increasingly popular to implement some of
the elements which make games so engaging and addicting into other parts of life. This is what is known as
gamification.
Gamification has become something of a buzzword lately. Countless smartphone applications use it in order to
help the users keep their motivation up regarding for example physical exercise or the learning of a new
language. However, within Swedish school education, gamification has not yet been utilized to its full potential.
The purpose of this report is to investigate what the use of gamification within the Swedish school system is
currently like, if it is field worthy of further investment and what is required to make its usage more wide
spread. We have chosen to focus primarily on education in grades 7 to 9. To do this we contacted teachers who
educate on this level and performed interviews with them. We have also carried out a literary analysis on
related topics and applied information gathered to the answers provided by the teachers.
Our results show that the current use of gamification in Swedish schools is very limited. Research made on the
topic as well as observations of how gamification has been applied in other areas imply that there is great
potential to increase motivation of students by using gamification properly. However, there are many obstacles
that have to be overcome before this can be a reality. Today, the initiative to use gamification lies almost solely
with the individual teachers, and the number of tools they have available to help them is limited. Our
perception is that for gamification to get increased usage within education, a larger effort is required by school-related organizations.