A Comprehensive Report on Digital Learning and Gamification Benefits

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Added on  2023/06/04

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This report analyzes the increasing importance of understanding learning requirements in the digital world, focusing on digital learning and gamification. Digital learning is defined as the use of technology to enhance learning, while gamification aims to engage and motivate students through game-like elements. The report discusses the limitations and challenges associated with both digital learning (lack of social interaction, health problems) and gamification (complexity, potential for distraction). It concludes that individuals can benefit from Edu-tech platforms by leveraging new technological tools for learning and self-improvement. Desklib provides access to similar solved assignments and study resources for students.
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Learning today
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Table of Contents
INTRODUCTION
Digital learning
Limitations and challenges of digital learning
Gamification
Limitations and challenges of Gamification
CONCLUSION
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Introduction
In order to achieve amazing success in the market,
the person must evaluate their learning
requirements and improve all of their other
areas. With the aid of new modern
technologies the human increase their ability to
compete in the face of shifting market
conditions. The purpose of the report is to
analyse how important it is to comprehend
learning requirements in current digital world.
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Digital learning
Digital learning is a kind of education that makes
use of technological resources in a way that can
help learner to learn new information more
effectively in future. The efficient use of
technology produces a wide range of
applications with the primary goal of gaining
virtual learning experience. Digital learning is
accompanied by a variety of concepts that will
aid the learner in discovering new information .
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Limitations and challenges of digital learning
Digital learning has a number of drawbacks that
individuals may encounter during learning
academic topics. These issues may have an
impact on the overall development of future
trends. The following information shows the
challenges of digital learning:
Lack of social interaction :
Health problems:
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Gamification
The primary goal is to engage students and inspire
them with new material. This tool offers a variety
of tasks that can be completed by user to enhance
their overall abilities and skills. The mechanisms
used in gamification are uncommon and induce
individual satisfaction in order to complete tasks.
Gamification has a straightforward procedure that
has been established. The individual must use their
knowledge and certain principles to complete
various tasks.
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Limitations and challenges of Gamification
Gamification is complex in nature:
Gamification can cause distraction:
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Conclusion
It has been evaluated from the above presentation that
individuals will benefit from Edu-tech platform by
learning new things through the use of new
technological tools.
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References
Gandolfi, E., Ferdig, R.E. and Kratcoski, A., 2021.
A new educational normal an intersectionality-led
exploration of education, learning technologies, and
diversity during COVID-19. Technology in
Society, 66, p.101637.
Balica, R.Ş., 2022. Machine and deep learning
technologies, Wireless Sensor Networks, and virtual
simulation algorithms in digital twin
cities. Geopolitics, History, and International
Relations, 14(1), pp.59-74.
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Thank You
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