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Gamifiction In Education Sociology Assignment 2022

   

Added on  2022-09-16

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SOCIOLOGY
SOCIOLOGY
University Name
Name of course
Author Note
Gamifiction In Education Sociology Assignment 2022_1
SOCIOLOGY
Gamifiction in Education
Gamification can be illustrated as the use of game design and gameplay to boost game
environments through increased involvement, engagement, commitment and competitiveness
(Caponetto, Earp & Ott, 2014). Such strategies may include scores, leading tables, direct
contests even advertisements, and are available in diverse sectors such as personal wellness,
shopping and education (Dicheva et al., 2015). Gamification among students is one of the most
common and favourite learning trends worldwide. Games can help in constructed learning or, to
put it simply, knowledge gathered from immersive experience. Gamification in education is an
innovation strategy for inspiring and engaging students by integrating features of game design
into educational context (Huang & Soman, 2013). The current review of gamification aims to
provide a more objective perspective on research in this field, by concentrating upon empirical
evidence and not over potential, views or desires, with the increasing popularity of gamification
but its mixed performance in educational setting.
The thesis statement of this paper argues over the critical explanation of the importance of
gamification in education as well as its impact over the outcomes of the learners through the
discussion of two articles.
Nah, F. F. H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014, June).
Gamification of education: a review of literature. In International conference on hci in
business (pp. 401-409). Springer, Cham.
Gamification corresponds to the implementation of elements for non-game design in a range of
environments, which include education. Multiple elements were used to boost user involvement
in gamification. Instances include points, emblems, leaderboards and tales. Educational
Gamifiction In Education Sociology Assignment 2022_2
SOCIOLOGY
establishments are involved in educational gamification by building spirited learning
environments for enhancing learner participation and optimizing learning outcomes. The aim of
this research study is to conduct analysis of the gamification literature in educational and
learning contexts. The researcher of this article conducted secondary data analysis by reviewing
the design elements for Gamifiction together with the probable learning outcomes. This synthesis
of literature contributes to the identification and the understanding of the role and importance of
gamification in the educational context. Some of the prominent game designs with sustainable
learner outcomes includes experiences points, challenges and leaders boards as design elements
with participation and engagement as learner outcomes. Furthermore the design of on boarding,
replay and customization in gamification results in productive learning experiences as learner
outcomes as per the research study. The learner outcomes of sense of accomplishment,
engagement as well as increased performance due to motivation are in line with the game design
of storytelling, achievement, feedback and leader boards. Based on the gamification principle, a
number of applications have been developed. Corporations as well as educational institutions
spend time and resources in gamification to inspire and empower pupils (Nah et al., 2014). The
strength of this article is that the researchers identified eight design elements of game. Which are
used in the learning and educational context. These are level or stages, points, badges, prize or
rewards, leadboards, storyline, progressbars and feedback. There have been a number of
gamified programs on the marketplace to allow users learn different techniques. Games based on
geolocation such as "QuizeRo" have demonstrated an interest among the users through
motivation to investigate areas as well as to learn about different destinations. The data collected
for this research study are reliable and this paper conducted a literature review on education
gamification and described different elements of game design for use in gamification of
Gamifiction In Education Sociology Assignment 2022_3

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