Gamification [n]: the use of game design elements in non-game contexts.
As per Wikipedia, “Gamification techniques strive to leverage people’s natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure”.
The “Gamification” of Education refers to the idea of integrating gaming elements (not the game itself) in learning environments; just like how businesses are making use of gamification for higher customer engagement and brand loyalty by awarding badges to “first visitors” or points for “profile completion”.
By gamifying learning, educators can provide an engaging learning experience and create a more effective educational environment. With levels, badges, points, and competitions, they can motivate the learner to achieve more and progress through the course to reach an objective. Each assignment and each test will feel rewarding, rather than disheartening, promoting a fun learning environment leading to better knowledge retention. With badges, points, and levels, learners can track their own progress and can see where they stand compared to the rest; creating natural and healthy competition.
Gamification cannot replace pedagogy, however it can drive strong behavioral change and make learning fun.
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