Gamification at School (original) (raw)
Related papers
Gamification in teaching environment understood as the use of game design and mechanics in education is experiencing a significant increase in all educational levels (Gee: 2007; Corbett: 2010, among others). The contributions of gamification as a key ingredient to engagement in learning is a topic of interest among researchers nowadays, as it is its potential to avoid dropping out of schools (see Rock: 2004 and Bridgeland, Dilulio and Morrison: 2006). Our research is carried out with university students in order to study the game dynamics of the most popular videogames they play and the kind of players they are. Our proposal is based on gamification as the guiding thread of the implementation of specific games dynamics in tertiary level. The final aim is to design successful gamification mechanics suitable for educational environments. The research questions underlying this research have to do with the current interest arisen in videogames, both by users and by those who study how game mechanics can be implemented in non-game contexts.
Towards a framework for applying Gamification in Education
A deep investigation of the ways that games and entertainment technology engage people can help us develop methods for effective, inspiring and engaging learning environments. Gamification in education is a new concept that provides innovative teaching tools and solutions at cognitive, emotional and social levels. This study is an initial attempt to develop a relevant framework and to present the guidelines that propose activities as building blocks for gamifying an e-learning environment with a focus on higher education settings.
Position Paper : Gamification in Education ” : sResearcher
2021
Gamification is a very important topic, especially in light of the field of scientific openness. It refers to the use of game mechanics and game elements in a non-game context. Recently it has taken a significant amount of attention and has been applied in a wide range of fields in order to motivate and engage people in performing certain activities and solving different problems. Our position in this paper is that gamification in education is an approach for encouraging learners' motivation and engagement by incorporating game design principles in the learning environment, which facilitates students' learning.
Technology Enhanced Language Learning (TELL) is the buzzword of new learning strategies in the classroom. Game-based applications used in the classroom can investigate the interest generated and performance in learning. They can be used to apply insights and develop the pedagogy. Although there are many games-enhanced and game-based perspectives (Chik, 2014), there is a need for more research on the former. The experiment and survey was conducted during a National Seminar held at the Malabar Christian College, Calicut, S. India with over one hundred participants from more than 16 colleges all over India. A simple game format using web resources was administered to the participants with a questionnaire before and after the game to measure their interest. The results highlighted the fact that game-based pedagogy stimulates learners and engages their attention. The experiment is hoped to have far-reaching consequences in the educational world
2014
Today's learners are digital natives. They grew up with digital technologies. Teachers have to solve important issues related to the adaptation of the learning process towards students who have different learning styles and new requirements for teaching and learning. Gamification is one of the educational approaches and techniques that increase motivation and engagement of learners. The aim of the current work is to study and present the nature and benefits of gamification and to provide some ideas how to implement it in education.
The Scope of Gamification in Pedagogical Contexts: An Overview of Literature
2021
The mode of pedagogy is an essential component that decides the outcomes of the learning program, so it necessitates to be modified appropriately according to the learning expectations. For better teaching and learning that will be accommodating in both the cases whether implemented in the short term or the long-term scenarios and also harmonises the learning expectations to the learning outcomes, gamification can be an efficient technique that meets all the requirements in this context. Various researches in distinct scenarios using various games and techniques have been done in this domain which confirms that gamification can be an efficient tool that promotes both teaching as well as learning. It investigates numerous relevant literature available on different databases which demonstrate the effectiveness of gamification as a tool for pedagogy. This article presents a methodical review of the literature on the usage of gamification in pedagogical contexts and also study the conse...
The use of educational technology has been improving in schools since the turn of the century. The current educational curriculum has been revamped to incorporate information, communications and technology (ICT). The immersion has either been a stand-alone subject or infused into elements of other subjects, most prominently in Science, Technology, Engineering and Mathematics (STEM). In some educational technology research, it has shown that infusion of technology has shown contrasting results when it came to teaching and learning. Although, there have also been studies that shown improvement in motivation of the students in this technology laced classrooms, yet it did not lead to a better cognitive understanding. Furthermore with the problems such as difficulty in accessing to technology, teacher misconception about technology usage in classroom, student disengagement towards learning in classroom, we could not see the full extent of the educational technology capability. And so this spawns for the introduction of games as an educational tool; as it is related with enjoyment and is far off from its relation to work. With the infusion of technology, it has produced off shoots such as game based learning, serious games and more recently gamification. As gamification refers to the inclusion of "gamefulness" to existing systems as opposed to creating an entirely new game; thus paves the way for easier implementation as an educational tool. Therefore this paper will discuss about the role of gamification as an educational technology tool in engaging and motivating students; based on analyses review of several literatures.
Experiences and perceptions of pedagogical practices with Game-Based Learning & Gamification
CIEd, 2019
The book Experiences and perceptions of pedagogical practices with Game-Based Learning & Gamification is an intellectual output of the Games2Learn&Gamification2Engage project funded by the Portuguese National Agency for the Erasmus Plus Programme. The Agupamento de Escolas da Maia (Portugal), the Istituto Comprensivo di Sestu (Italy) and Szkola Podstawowa nr 41 (Poland) participated in this European project, with the partnership of researchers from the Research Centre on Education of the University of Minho (Portugal). For the completion of the book, we invited experts (from Portugal, Spain and Brazil) who have been studying the use of games and gamification in education, and they have prepared papers with unquestionable merit. Thus, the book comprises fifteen chapters that present experiences conducted by the schools involved in the project and by those experts. Topics covered in this book range from a systematic literature review (in Portugal and Spain) to pedagogical experiences with games and gamification, concluding with a reflection article on the pedagogical value of gamification. We believe that this book, although intended primarily for teachers and researchers, may also please the general public interested in reflecting on the potential and pedagogical value of Games and Gamification in education. This book, for its themes and narratives of pedagogical experiences, can be an estimable source of inspiration for teachers to make innovative use of Games and Gamification in the educational process.
Gamification and game-based learning: Future of education
International Journal of Humanities and Social Science Research, 2024
The term "gamification" in education refers to the introduction of features of games into the classroom with the goal of increasing student interest and engagement without the need for actual games whereas game-based learning employs actual games as the primary medium for teaching. These are not just games with educational content sprinkled in, but rather, they are designed from the ground up with educational objectives in mind. The studies revealed various advantages of using gamified learning in learners, including increased motivation, engagement, and academic accomplishment. The integration of gamification and game-based learning into the educational system has shown promising results worldwide, and the education sector stands to gain significantly from these innovative approaches.