Not Just a Trend: Inclusion of Gamification in Education
Not Just a Trend: Inclusion of Gamification in Education
By Shivam Rao
November 9, 2021
Summary
The abundant exposure of digitalization of almost every format is a way of living for the millennials and Gen Z. Identifying the popularity of esports, especially among the age-group who are still students, the new- age learning system applied its potential as a powerful, engaging tool to educate and reach students from different stages.
The process can enhance students' engagement levels to what games usually do while improving their particular skills and optimizing their learning.
Education institutions are smartly blending gaming-based learning practices and esports into their curriculum, intending to maximizes students' interest in learning more while excluding any additional burden/pressure on them.
Game-based elements applied for scoring points, setting a healthy competing environment among the fellow students, rooting teamwork and leadership skills, score tables, assimilating new information, testing their knowledge, and many more, allow students to be surrounded with an atmosphere that helps them with their overall development.
Encouraging students through a point system to upgrade their knowledge and frame it in the best possible way, just like it is done during the offline evaluation system.
Challenging fellow students or the students from other classes is a great way to encourage students.
Students are often more stress-free in the gaming environment and are not scared to make mistakes; after all, they have not been called out in the middle of the class to encounter any form of embarrassment.
Reference
Rao, S. (2021, November 09). Not just a trend: Inclusion of gamification in Education. Retrieved December 22, 2021, from https://www.news18.com/news/sports/not-just-a-trend-inclusion-of-gamification-in-education-4423721.html