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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]
What student experience and learn in school cannot (and should not) be separated from real life, and students should be encouraged to understand that gaining knowledge is comparable with gaining rewards in games (negotiable consequences—player is not mandated by the game rules in the real world but the consequences of gaming "may spill over ...
Gamification can be defined as the process of enhancing systems, services, organisations and activities through the integration of game design elements and principles, such as dynamics and mechanics, in non-game contexts with the aim of motivating and engaging users. [1] [2] [3] This concept is closely related to the field of persuasion.
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 ...
The study found that video games are a motivation to the students who do not find educational settings interesting. The purpose of the study was to increase engagement and participation of students. Class participation increases retention of the material. Encouragement for student involvement in the classroom is distinctly recommended. [27]
Gamification can also serve as an aide to increase a student's intrinsic motivation. [11] The use of rewarding points while a student is using a gamification system can enhance internal motivation and motivate the student to accomplish learning goals from the game's objective. [12]
Students need to learn by doing, and with gaming, students can learn by doing something as a part of a larger community of people who share common goals and ways of achieving those common goals, [1] making gaming a benefit for social reasons as well. Gaming has also changed the look of content-driven curriculum in schools.
In other words, it is like giving out rewards for things that individuals or students should already be doing. Like with any system of rewards, it overall reduces students' motivation when the reward no longer becomes desirable. [50] One of the biggest criticisms of badges is their validity, and whether they can be viewed as "trusted credentials".