Gamification, or the use of game elements in non-gaming environment has been used in education to improve user experience and user engagement. Games can reinforce knowledge and bridge the gap between what is learned by creating dynamic, fun, and exciting learning environments . They have been used as a powerful teaching strategy, and can challenge and motivate students to become more responsible for their own learning . In this project, we identified the use of games as a potential method to increase student intrinsic motivation and self-efficacy , and potentially improve the learning process. Through gamification, we also believe that this will improve the positive aspects through the use of competition.
Some of the potential benefits of successful gamification initiatives include:-
Ownership of learning by students
Opportunities for identity work through taking alternative routes
Freedom to fail and try again without any negative repercussion
Opportunities for differentiated instruction
Motivating students to discover intrinsic motivators for learning
Literature has identified multiple different avenues for gamification to occur including the use of:
Online apps such as Kahoot!, Duolingo
Simulations
Board games
Card games
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