A Guide to Gamifying eLearning
A Guide to Gamifying eLearning
By Matthew Lynch
July 27, 2020
Summary
eLearning is a style of distance education using gadgets connected to the internet, such as tablets, smartphones, and computers. It was developed in a bid to reach out to a broader audience of learners and partly to overcome the challenge of distance-learning, primarily aided by the influx of the internet in different parts of the world.
Since its conception, eLearning has been increasingly utilized by different stakeholders in the educational sector, who are increasingly gaining users across all sociodemographic divides. Educational institutions are also not left out as they have built and continually upgrade smart eLearning platforms for their students. It is not just useful as a tool in educational institutes; employers also use it to improve their employee's skillsets.
How eLearning Ban be Gamified
Gamification is the act of using gaming concepts and ideas for non-gaming processes. Elearning gamification applies gaming ideology to facilitate the eLearning process. An example of an eLearning platform with a gamification concept is Duolingo – a language learning app. This innovation has made eLearning more fun and more user-friendly.
Examining the Impact of Gamification on eLearning
Applying gamification concepts to eLearning benefits learners and enables them to achieve academically.
Reference
Lynch, M. (2020, July 27). A Guide to Gamifying eLearning. Retrieved July 29, 2020, from https://www.thetechedvocate.org/a-guide-to-gamifying-elearning/