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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 as an educational and behavior modification tool reached the public sector by 2012, when the United States Department of Energy co-funded multiple research trials, [145] including consumer behavior studies, [146] adapting the format of Programmed learning into mobile microlearning to experiment with the impacts of gamification in ...
[10] [11] Known as the gamification of learning, using game elements in non-game contexts extracts the properties of games from within the game context, and applies them to a learning context such as the classroom. Another positive aspect of video games is its conducive character towards the involvement of a person in other cultural activities.
Active learning requires the learner to understand and use design grammars of the semiotic domain in which he/she is learning. Critical learning has occurred when the learner can engage with, reflect upon, critique, and change elements of the design. Design Principle: Learning about design principles and appreciating the design.
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.
Domain-specific learning theories of development hold that we have many independent, specialised knowledge structures (domains), rather than one cohesive knowledge structure. Thus, training in one domain may not impact another independent domain. [ 1 ]
Using current research from the positive psychology movement, McGonigal argues that games contribute to human happiness and motivation, a sense of meaning, and community development. The book was met with a favorable reception from The Los Angeles Times [ 20 ] and Wired [ 21 ] and mixed reviews from The Independent . [ 22 ]