1GAMIFICATION OF LEARNING PROCESS Table of Contents Introduction......................................................................................................................................2 Meaning of gamification of learning...........................................................................................2 Three examples of applications within educational field with gamification principles..................2 Benefits of the uses of such gamification application.....................................................................3 How does the applications lead to improvement in learning in an online environment..................4 Conclusion.......................................................................................................................................5 References:......................................................................................................................................6
2GAMIFICATION OF LEARNING PROCESS Introduction The traditional methods of learning are sought to be done away with in the contemporary world society. The lecture method have proved to be inadequate in the field of learning since it does not involve the students within the learning process (Majuri, Koivisto & Hamari, 2018). Thus, new avenues have sought to be developed in the field of teaching to make the process of learning more interactive and fun. In this context, some new developments which have been brought about is along the lines of gamification (Van Roy & Zaman, 2018). The purpose of this paper is to understand the issue of gamification and how it has improved the process of learning and education. Meaning of gamification of learning The gamification of learning is a contemporary educational process which is meant to motive the students of an educational institutions to use the medium of video games and gaming elements within their learning process (Turan et al., 2016). Thus, the primary objective of gamification of learning is to ensure the maximization of the aspect of learning of the students by promoting their enjoyment level. Thus, it can be seen that gamification refers to the introduction of the various elements of games in a non-gaming situation. Three examples of applications within educational field with gamification principles The gamification of learning can only be effective when it can be properly applied within the entire process of knowledge and information (Daly, 2012). In this context, the paper makes mention of three examples of applications within educational field with gamification principles.
3GAMIFICATION OF LEARNING PROCESS The first application of gamification within the field of learning is that of creating a theme within the class room which corresponds to the topic which would be aught for that day ("Level up Your Classroom with Gamification", 2019). The students are widely favorable to movies and the use of television series since they can relate to them. For instance, the use of the theme of the Harry Potter series can be effective within the class room as most of the students might be familiar with the story. Thus, suppose while teaching history, the class room can be arranged in a manner which would be similar to the History class within the Harry Potter series. Another example of application of gamification with =in the field of education is that of building up of characters ("Level Up Your Classroom With Gamification", 2019). In a gaming situation, often times, the player is asked to choose a gaming avatar for themselves who would represent them in the virtual world. Similarly, while teaching the teacher can ask the students to chooseanavatarforthemselves.Suchcategoriesofavatarswouldbegivenimportant responsibilities, such as one category would be required to answer questions in class, another would be required to prepare a presentation in the topic being taught. This would ensure the attentiveness of the students within their class room environment. A third example of application of gamification within the class room environment is that of given badges or rewards to those students who have been able to interact the most in class ("6 Killer Examples Of Gamification In eLearning - eLearning Industry", 2015). Thus, these rewards would act as a motivation to the concerned students to take an interactive and active participation within the formal class room environment.
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4GAMIFICATION OF LEARNING PROCESS Benefits of the uses of such gamification application Therearecertainbenefitswhichareattachedtotheuseofsuchapplicationsof gamification within the formal educational institutions. Such advantages have been stated as follows – The first benefit identified is that it promotes the interest of the students to a significant level. Children are more attuned to play games and be involved in extracurricular activities than takingpartintheprocessofeducation,mainlybecauseofitsmonotonousnature (CaptivateiSpringdominKnow et al., 2020). With the introduction of the atmosphere of gaming element within such formal educational process, the interest level of the students would be piques and they would be motivated to treat the entire process of a game ("Gamification and the Future of Education", 2016). The second important advantage which is attached to the issue of gamification of the processoflearningisthatitimprovestheteachingexperienceoftheeducators (CaptivateiSpringdominKnow et al., 2020). The teachers are kept aware of the fact of how to bring about revolutionary changes in the society which would lead them to impart their knowledge in an efficient manner. The uses of the applications of gamification, therefore inspires such educators to constantly update their teaching roles and methods of imparting knowledge. How does the applications lead to improvement in learning in an online environment The use of the applications of gamification leads to a significant improvement in the atmosphere of learning, especially that of online learning. Through the virtual platform, the teacher can ensure that certain gaming elements are brought to the fore front such is that of the
5GAMIFICATION OF LEARNING PROCESS creation of an avatar, similar to the one used in a game ("Gamification and the Future of Education", 2016). This avatars of the concerned student are then required to fulfill certain tasks, which makes the entire process of online learning more efficient and interactive. The students are motivated to listen to the teacher and complete their assignments within the given deadline. The completion of such assignments can also lead to them earning rewards in the form of public appreciation or experience points which can then be transformed in to credit points. Thus, the process of gamification improves upon the learning environment. Conclusion In conclusion, it can be observed that the purpose of gamification of the field of learning is to ensure that the students actively participate in the learning process. It has been observed that when students are encouraged to interact more with the teacher, they are able to imbibe the knowledge and information imparted to them in an effective manner. In this context, the importance of gamification within the process of learning can be judged by how efficiently the students are able to utilize the knowledge which is taught by their teachers. They use gaming elements within the educational or the non-gaming environment.
6GAMIFICATION OF LEARNING PROCESS References: 6 Killer Examples Of Gamification In eLearning - eLearning Industry. (2015). Retrieved 3 April 2020, from https://elearningindustry.com/6-killer-examples-gamification-in-elearning CaptivateiSpringdominKnow,S.,Translations,R.,Curriculums,I.,Conversions,F., Translations, e., & CaptivateiSpringdominKnow, A. et al. (2020). 4 Incredible Benefits of GamificationinE-Learning.Retrieved3April2020,from https://blog.commlabindia.com/elearning-design/benefits-of-gamification-in-elearning Daly. (2012). Where Does Gamification Fit in Higher Education? [#Infographic]. Retrieved 3 April2020,fromhttps://edtechmagazine.com/higher/article/2012/11/where-does- gamification-fit-higher-education-infographic GamificationandTheFutureOfEducation.(2016).Retrieved3April2020,from https://www.worldgovernmentsummit.org/api/publications/document?id=2b0d6ac4-e97c- 6578-b2f8-ff0000a7ddb6 LevelUpYourClassroomWithGamification.(2019).Retrieved3April2020,from https://www.teachbetter.com/class-management-blog/level-up-your-classroom-with- gamification/ Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of education and learning: A review of empirical literature. In Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018. CEUR-WS.
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7GAMIFICATION OF LEARNING PROCESS Turan, Z., Avinc, Z., Kara, K., & Goktas, Y. (2016). Gamification and education: Achievements, cognitive loads, and views of students. International Journal of Emerging Technologies in Learning (iJET), 11(07), 64-69. Van Roy, R., & Zaman, B. (2018). Need-supporting gamification in education: An assessment of motivational effects over time. Computers & Education, 127, 283-297.