Gamification and Game-based Learning
Tanveer Inamdar ????????????
Chairman of the Board of Management MBANK
Gamification is the application of game design features and principles to non-game situations. For example, in-game ideas and themes such as accumulating virtual ‘points' or other cash, and completing a sequence of tasks or activities to advance to the next level can be employed in non-gaming contexts to give pleasure and stimulation for the learner. Gamification has a variety of advantages when done effectively. Student engagement and motivation, for example, can encourage creative and complex reasoning, resource management, priority setting, and other critical thinking skills; transparency of a larger number of skills and abilities versus traditional instruction and grading models, target specific competencies or skills, emphasize inner drive (versus extrinsic), and the potential for improved socialization.
The Difference Between Gamification and Game-Based Learning?
Game-based learning is first and foremost about the game and its cognitive imprint (whether from the game's content or academic subject), whereas gamification is first and mainly about incentive mechanics and the system that encourages them. The other can be used. Both can lead to material mastery, but none is specifically designed for use in the classroom—which is why, if done effectively, your kids will likely like them.
Why does gamification motivate learners??
Why would 22 individuals gather on a muddy, freezing field to kick a ball around on a rainy February day? Football is one of the most popular sports in the world for several reasons. It is accessible to practically anybody because of its simplicity, yet it contains a powerful motivator at its core: the drive to win. If you take away that aim, the game becomes completely pointless. Football, rugby, hockey, baseball, and any other competitive sport that draws a large audience rely on the competitive spirit. When this motivating factor is applied to learning, it is referred to as 'gamification.' Through a practical, applied, and totally hands-on approach to learning, a basic notion that fosters learner engagement, helps to transform perceptions and attitudes, and improves skills.
Makes learning fun and interactive?
We've all felt compelled to compete, improve, and exceed others, including ourselves. Regardless of your audience or subject matter, gamification of learning may help you create unique, educational, and entertaining content. It isn't intended to turn work into a game, but it does tap into the psychology that drives people to participate. The advantages can be both enjoyable and inspiring. Because of its interaction, one of the key benefits of gamification is that it makes learning more engaging and instructional. Role-playing and competitive elements add an immersive element to learning that, when done correctly, may be exciting.
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Creates an addiction to learning?
Learning's single most significant goal must undoubtedly be to instill new knowledge in your students. But what good is information if it can't be recalled? Another unexpected benefit of gamification in learning is the natural high it offers, as well as the impact that 'high' has on knowledge retention. When our brain wants to reward us, it releases dopamine into our body, making us feel good when we win a game or do something significant. For many people, learning new things is a pleasurable experience that causes dopamine release, and the very fortunate result of that natural drug 'fix' is that the boost in dopamine levels aids in the retention of that new information.
BlueJ and Feeper?
Feeper is a web-based application that helps students and teachers with programming classes. The teacher can present programming exercises in the environment, which students can solve and have automatically corrected by an Online Judge linked into the platform. It compares the output of the learners' program to the output of a teacher-provided ideal solution for a given input. It also employs rules already set by the teacher to provide students with feedback based on the result of their code. This type of setting has the advantage of reducing the teacher's workload by automatically correcting exercises, allowing the teacher to focus their efforts on pupils who are having difficulty with the tasks.
BlueJ
BlueJ is a free Java Development Environment that teaches the fundamentals of programming to beginners. Students should write their code in BlueJ, which offers a more user-friendly interface for beginners, according to the tutor. Students should submit their final solution to Feeper for correction and error feedback after completing the activity on BlueJ. In this study, only Feeper was gamified, and students utilized it to track their progress.
Machi Koro?
The participants in Machi Koro are constructing a city's economic framework. Players win by erecting four buildings known as "landmarks" with money earned from existing structures in their city. There are hundreds of different construction combinations that players can employ to generate money, and there is no necessity that they build anything specific besides the four landmarks. Imagine trying to teach middle school students about the Salem Witchcraft Disaster. Salem was a multi-faceted social, religious, political, and gender-based phenomenon that resulted in the killings of 20 innocent individuals and the false accusations of hundreds more. The teacher might use the Machi Koro engine to replace the iconic structures with crucial events in the crisis's history, as well as the city buildings that generate revenue with individuals, places, and events in history that contributed to either increasing or mitigating the issue. Students would then play the game in the same way that Machi Koro is played, purchasing events and locations that lead to the Salem crisis's major events in 1692.