Gamification
GAMIFICATION THEORY IN EDUCATION
Gamification theory in education states that learners learn best when they are having fun. Not only that, but of course, they learn best when they can achieve their goals, and outcomes in a way that learners can still find fun. Due to the addictive nature of video games that intrigue and addict children (and adults), it's not surprising that similar engagement results can be seen when applying these game-based elements to learning materials.
Here are some examples of game elements that you can use to attract and motivate learners:
· Narrative
· Immediate feedback
· Fun
· “Scaffolded learning” with challenges that increase
· Mastery (for example, in the form of levelling up)
· Progress indicators (for example, through points/badges/leaderboards, also called PBLs)
· Social connection
· Player control.
Teachers can implement gamification using the following example.
1. GIVING POINTS FOR MEETING ACADEMIC OBJECTIVES
Inspire students to see simple sets of questions in a whole new light. Correct or well-structured answers operate on a points system, with students moving up through the ranks.
2. GIVING POINTS FOR MEETING PROCEDURAL/NON-ACADEMIC OBJECTIVES
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Points systems can also work well for non-academic tasks as well, such as tidy in the classroom, putting on coats and hats, lining up in register order or in their correct houses etc.
3. CREATING PLAYFUL BARRIERS
One of the primary tenets of gamification is the use of encouragement mechanics through presenting playful barriers–challenges, for example. Playful barriers can be academic or behavioural, social or private, creative or logistical.
4. CREATING COMPETITION WITHIN THE CLASSROOM
Competition is an important factor in improving the performance of the students with their classmates, other classes or even with the teacher is a surefire game-based element that works.
5. COMPARE AND CONSIDER PERSONALIZED PERFORMANCE
Some video games provide a personalized breakdown of player performance at the end of each level. This includes vast amounts of data such as outcomes, points, strengths, weaknesses, and opportunities to compare performance with others.
6. USE LEVELS, CHECKPOINTS, AND OTHER "PROGRESS" METHODS.
In addition to tracking points, teachers can use a variety of "checkpoints", "stages", or other symbols of progress to focus on the learner (and when achieved). Reasonable rights to show.
7. AWARD LEARNING BADGES IN LIEU OF POINTS OR RATINGS.
Sometimes something concrete and symbolic means more than just earning points. You can present a marker of success to your students when they reach a certain checkpoint or "level". Learning badges or stickers.
8. HELP STUDENTS TAKE A SPECIFIC PERSPECTIVE ON LEARNING
This element of fantasy role-playing is a big attraction for video games. Allows students to play different roles as learners. As a judge, designer, doctor, etc. And see how their imagination rose on that occasion.
IS GAMIFICATION EFFECTIVE?
Gamification is mainly used to train employees in the organisation, and it has also proved that it needs to be very effective in both educational institutions and e-learning environments.