The gamification of learning is an educational technology approach that seeks to motivate students by using video game design and game elements in learning environments. The objective is to boost engagement by attracting learners’ attention and encouraging their ongoing participation in the learning process. Broadly defined, gamification is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. In other words, gamification is the introduction of game elements into a traditionally non-game situation. In the process of gamification of learning, two primary approaches are commonly used: serious games and structural gamification.
Serious games are intentionally developed with educational objectives at their core. In these games, learning goals are integrated directly into the gameplay, allowing students to acquire knowledge and skills through immersive interactive experiences. For example, DragonBox is a math-based adventure game that teaches algebraic concepts through puzzle-solving. Similarly
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Source: Wikipedia
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