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The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [ 1 ] [ 2 ] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [ 3 ]
Gamification has been applied to almost every aspect of life. Examples of gamification in business context include the U.S. Army, which uses military simulator America's Army as a recruitment tool, and M&M's "Eye Spy" pretzel game, launched in 2013 to amplify the company's pretzel marketing campaign by creating a fun way to "boost user ...
The outcomes that a player achieves while playing a game are what makes playing games compelling and interesting; outcomes in education (both grades, and amount of knowledge that student will gain as a result of learning) are effective, only if the syllabi and curricula are compelling to learners and the assignments that are used to measure ...
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...
Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments.