Report on Gamification in Education: Teachers' Perspectives Analysis

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This report examines the influence of gamification in educational settings, drawing on the perspectives of teachers to identify key drivers and barriers to its adoption. The analysis highlights four main benefits: increased student attention and motivation, enhanced entertainment value, improved interactivity, and ease of learning. However, the report also acknowledges significant barriers, including resource limitations, student apathy, subject-specific suitability, and classroom dynamics. The findings suggest that while teachers recognize the potential of gamification to improve student competencies and engagement, factors such as lack of managerial support and resource constraints can hinder its effective implementation. The study emphasizes the need for educational institutions to address these challenges and promote gamification to enhance student learning outcomes, particularly in subjects like physics and health education where it can significantly improve student engagement and teacher's knowledge of information and communication technology. The report draws on the study by Sánchez-Mena & Martí-Parreño (2017) which investigates teachers' perspectives on the adoption of gamification.
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Gamification in education
Student Details
JANUARY 1, 2020
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GAMIFICATION IN EDUCATION 1
Gamification in education
2. The author explains that the gamification within education is beneficial for the students
and affect the way students perceives activities within the organisation. Implementing
gamification within the education of the students helps in developing the performance of the
students as they are more attentive towards such innovative teaching practices, also
conducting such activities results in improving the student interaction within the classes, also
the gamification motivates students to learn new things easily and effectively. The author
effectively focuses on implementing the gamification within the education patterns and
explains that the management of the educational institutes are required to be focused towards
such approach so that the teachers can feel motivated about adopting such practices within
the education.
The author also explains the barriers due to which the implementation of the gamification
becomes difficult for them, but the author focuses on the aspect that gamification is more
important and subjects like physics and health education requires that the teachers focus on
adopting such practices, and focus on eliminating the barrier within the usage of the
gamification in education so that the student performance can be improved also the use of
such information and communication technologies within the teaching methods results in
improving the effectiveness of the teachers (Sánchez-Mena & Martí-Parreño, 2017).
3. Gamification within the education helps in involving the students within the learning
programs and also helps to promote their effective and critical thinking capabilities. The
research within the article effectively helped in understanding the facts that the gamification
effectively promotes student capabilities while learning. Also, the research focused on the
resource requirement and the involvement of teachers as well as management within the
process so that the gamification can be effectively implemented within the organisation. The
research helped in analysing that the gamification is an important aspect on which the
management is required to be focused.
Throughout the research, the author effectively focuses on the importance of the
implementation of the gamification and such practices, also focuses on the barriers that are
involved within the process and the requirement to eliminate such barriers from the process
so that the purpose of the institution to provide the students with effective learning can be
achieved. Subjects such as physics and health education require the implementation of the
gamification so that the student motivation and attention can be improved, also such practices
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GAMIFICATION IN EDUCATION 2
develop the teacher’s knowledge in the information and communication technology
(Sánchez-Mena & Martí-Parreño, 2017).
6. The report is focused on analysing the impact of the implementation of gamification within
the education, the author effectively analyses four benefits of the implementation and also
focused on the barriers that are involved in the implementation of the gamification within the
education. The analysis effectively reflects that implementing gamification within the
education results in improving the student competencies and also increases the student
involvement within the learning process. But the barriers such as lack of resources, teacher’s
interest in adopting such practices and the classroom dynamics result in the negative impact
on the implementation of the gamification.
The author supported the fact that gamification should be ensured within the institutes and the
management is required to focus on the barriers affecting the implementation and should
focus on eliminating such barriers so that the teachers can be motivated to involve in such
learning practices. As the teachers believe that gamification improves the effectiveness of the
students but the lack of the management interest or unavailability of the resources results in
decreasing motivation among the teachers to focus on such practices. Therefore, it can be
analysed that gamification effectively improves the student capabilities and the management
should focus on promoting such practices within the organisation (Sánchez-Mena & Martí-
Parreño, 2017).
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GAMIFICATION IN EDUCATION 3
References
Sánchez-Mena, A. & Martí-Parreño, J., 2017. Drivers and Barriers to Adopting Gamification:
Teachers’ Perspectives. The Electronic Journal of e-Learning , 15(5), pp. 434-443.
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