What is Gamification ?
Theodosis Karageorgakis
AI & eLearning geek. I empower Learning Designers & Teachers to create impact and become more productive in no time.
The term gamification is commonly used to describe the process of importing game mechanisms into situations that were not originally intended for a game (Sahin, Karadag, Bozkurt, Dogan, Kilinic, Ugur, Gumus & Guler, 2017). In contrast to gaming-based learning, which is essentially the incorporation of video games in the classroom, whether designed for educational purposes, the so-called serious games, or commercial games with an educational value (Squire, 2005), the gamification process does not aim to design a whole new game but rather to use the mechanisms that bind it so as to encourage and reward behaviors that promote learning and good social interactions (Fu Rude, I., Tomozei, C., & K?se, 2017; Yuan, 2017). Gamification can be found in a variety of fields, from organizations and companies to schools, but the concept is thriving in applications that are designed to operate on the Internet (Sanchez, Young & Jouneau-Sion, Caroline, 2017).
Gamification allows teachers to put learners as active participants in the educational process through the enhancement of interest they demonstrate, ultimately leading to increased engagement with the subject (Kapp, 2012; Furdu, I., Tomozei, C., & K?se, 2017). Regarding the motivation of people in engaging in an activity, it plays a crucial role since they contribute to the achievement of learning and preservation of knowledge over time (Sahin et.al, 2017). A study by Turan, Avinc, Kara, and Goktas (2016) advocates this view, highlighting the element of improved performance in learning objectives in a team that used game elements, compared to a group taught in the traditional way of teaching.
Read more at https://educraft.tech/index.php/gamification