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The gamification of learning is related to these popular initiatives, but specifically focuses on the use of game elements to facilitate student engagement and motivation to learn. It is difficult to pinpoint when gamification, in the strict sense of the term, came to be used in educational contexts, although examples shared online by classroom ...
Educational game plus standard training compared to standard training for mental health professionals [6] Summary Current very limited evidence suggests educational games could help mental health students gain more points in their tests, especially if they have left revision to the last minute. The one salient study should be refined and ...
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]
[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.
Students who used this technology in the classroom tend to also have better study habits as well as better motivation to complete classwork [23] High School and College education departments have started relying on forms of play to better understand class material.
Immersive learning is a learning method with students being immersed into a virtual dialogue, the feeling of presence is used as an evidence of getting immersed. The virtual dialogue can be created by two ways, the usage of virtual technics, and the narrative like reading a book.