Friday, July 2, 2021

Gamification

 

Gamification is the use of game-design elements and game principals in non-game contexts. For example, in-game principals and themes such as acquiring virtual ‘points’ or other currency, and completing series of tasks or activities to advance to the next level, may be used in contexts other than gaming to provide fun and stimulation for the learner. Gamification can also be defined as a set of activities and processes to solve problems by using the characteristics of game elements. Whilst typical game elements are by no means new, they have indeed become increasingly common in non-game contexts such as websites, digital marketing, enterprise applications and even virtual to-do lists and productivity tools. One huge area where gamification is highly prevalent, however, is in education.

·        Some examples of game elements that can be used to engage and motivate learners include:

1.       Narrative

2.       Immediate feedback

3.       Fun

4.       “Scaffolded learning” with challenges that increase

5.       Mastery (for example, in the form of levelling up)

6.       Progress indicators (for example, through points/badges/leaderboards, also called PBLs)

7.       Social connection

8.       Player control

·        BENEFITS OF GAMIFICATION IN THE CLASSROOM

1.       Students feel like they have ownership over their learning

2.       A more relaxed atmosphere in regards to failure, since learners can simply try again

3.       More fun in the classroom

4.       Learning becomes visible through progress indicators

5.       Students may uncover an intrinsic motivation for learning

6.       Students can explore different identities through different avatars or characters

7.       Students often are more comfortable in gaming environments, so are more proactive and open to making mistakes

8.       Higher engagement and concentration levels amongst students

 

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