An abstract from SpringerOpen’s International Journal of Educational Technology states that Gamification in education is a strategic method to increase the involvement and confidence of learners through the integration of game design principles in educational environments. The idea of inspiring people is not new, but the word “gamification” did not enter common discourse until 2010. The increasing appeal of gamification derives from the belief in its ability to promote inspiration, behavioral improvement, friendly competitiveness and teamwork in a variety of ways, such as consumer interaction, employee success and social loyalty. As for every modern and successful technology, it has been implemented in a wide variety of sectors, including communications, healthcare, human capital, teaching, environmental protection and well-being.

Gamification is a multidisciplinary phenomenon that covers a variety of scientific and analytical expertise, technical fields and networks, and is motivated by a variety of realistic motives. Empirical study across disciplines has started to investigate how gamification should be applied in some ways and what behavioral and experiential impact gamification has on individuals in the short and long term.

Do We Need Gamification in Education?

Gamification in education

School is a primary field in which gamification is aggressively pursued (mainly because of its ability to inspire). Motivation is one of the primary predictors of student academic success that affects the commitment and time a student spends involved in learning. Given that games, known to give rise to encouragement and interaction, are especially common, the idea to integrate game mechanics and concepts to inspire the learner is appealing.

Gamification in education refers to the incorporation of game design features and game knowledge in the design of learning processes. It has been introduced to promote learning in a range of environments and subject areas and to discuss associated attitudes, practices and behaviors, such as participatory approaches, teamwork, self-guided research, completion of tasks, making evaluations simpler and more efficient, incorporating exploratory approaches to learning, and improving student imagination and retention.

The rationality behind gamifying learning is that adding features, such as those used in games to learning practices, would establish excitement in a manner close to what occurs in games. This leads to the assumption that by integrating game mechanics into the architecture of a learning environment, we can involve learners in a positive learning experience and, more importantly, alter their behavior in a beneficial way.

Advantages of gamification in education

  • Engages: increases the retention of learned material by 90%, due to the adventure element, which makes learning an engaging and enticing experience for the user.
  • Builds trust: since it is a video game, participants can relax and increase their self-confidence by 20% relative to other learning approaches.
  • Enhances results: game dynamics inspire players, increase their performance, and improve skills growth by 20%.
  • It is based on practice: the pupil learns by experience.
Advantages of Gamification in Education

Conclusion

Gamification in education is a proven approach to promote motivation and dedication of learners by integrating concepts of game design (usually audio-visual) into the learning environment. The aspect of maintaining student enthusiasm has been a long-standing obstacle to learning. Gamification has generated considerable interest in the field of education with its ability to inspire pupils across ages. The stimulated release of endorphins helps us open ourselves to a world of learning and possibilities. Immersive content formats like augmented reality and virtual reality allow us to “be” in that world to explore, manipulate content and assimilate it like never before.

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