Presentation on Digital Learning and Gamification Concepts

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Added on  2023/06/07

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AI Summary
This presentation offers a comprehensive overview of digital learning and gamification, exploring their definitions, purposes, and the problems they solve. It delves into the benefits of these approaches, such as increased student engagement and the rapid dissemination of information. The presentation also outlines the future opportunities within the technological landscape and discusses the claims of both academic and corporate communities. Furthermore, it acknowledges the limitations and challenges associated with digital learning and gamification, such as internet dependency and the cost of development. The presentation concludes by summarizing the key aspects of the topics and highlighting their potential impact on education. This presentation is designed to provide a clear understanding of digital learning and gamification, providing a solid foundation for further exploration. This presentation is available on Desklib, a platform offering past papers and solved assignments for students.
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LEARNING TODAY
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TABLE OF CONTENTS
INTRODUCTION
Meaning
Purpose
Problem solved
Future opportunities
Claims of academic and corporate communities
Limitations or challenges
CONCLUSION
REFERENCES
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INTRODUCTION
This particular presentation states the information regarding the topics of digital
learning as well as gamification in particular. The major aim of the presentation is to
identify the reasons behind the development of digital learning and gamification.
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Meaning
Digital learning
Digital learning basically refers to a method or technique of learning
that specifically focuses on the concept of using new and advanced
digital tools (Grand-Clement., 2017).
This is done to enable the learners to learn in ways that are different
and are also interesting.
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Gamification
Gamification basically refers to when the educators apply the
elements of game design within an educational institution or setting
in particular (Sailer. and Homner., 2020).
An example of gamification can be earning points that are virtual
for the completion of certain project or assignment by the students.
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Purpose
Purpose of development of digital learning
The major purpose of the development of the aspect of digital learning is to
allow the students to be responsible at an early age only (Lin. and Chen.,
2017).
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Purpose of development of gamification
The major purpose of gamification is to make the process of learning more
engaging as well as more interesting for the students in particular.
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Problem solved
Problem solved by digital learning
The major problem that is solved through implementation
of digital learning is the rapid increase in the speed of
sharing of the information in particular.
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Problem solved by gamification
It was difficult for students to focus as their levels of interest in education or
learning was low as the process was boring and stressful.
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Future opportunities
Digital learning
The major opportunity that digital learning has within
the market is that the overall society is moving towards
getting more technological advancements.
Gamification
As more and more people are technologically stable
and knowledgeable in the current or the present times,
gamification can widely be accepted.
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Claims of academic and corporate communities
Digital learning
The academic institutions mainly are very acceptable towards the
concept of digital learning as this allows to save the money and also
the maintenance that is required in physical learning.
Gamification
The academic claims are widely accepted as they help in enhancing
the encouragement levels of the students and also increase their
levels of interest in particular.
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Limitations or challenges
Digital learning
The major challenge tat digital learning faces is due to its dependency on the
internet so much, it can lack behind if the internet connectivity is poor (Abutalebi.
and Clahsen., 2022).
Gamification
It is expensive to develop and the designing is also not so cost- efficient at all
(Majuri. Koivisto. and Hamari., 2018).
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