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Gamified learning: the next frontier of EdTech?

Gamified learning: the next frontier of EdTech?

Gamified learning: the next frontier of EdTech?

Gamified learning: the next frontier of EdTech?

March 10, 2022

By Nikolas Kairinos

Originally Published Here

Summary

Historically, education has always been centered around the classroom, with in-person teaching the preferred means of delivering lessons and corporate learning courses alike, outside the context of COVID-19.

Many educators appear to have been keen to leave digital learning behind and return to the classroom as soon as social distancing measures and government guidance permit.

Obviously, there are some challenges that come with remote learning.

Not only does this mean that individuals will connect the learning process with feeling happy when gamification is put to good use, but also that they may be more inclined to stay consistent with their goals.

Some researchers have suggested that these can be vital to the knowledge retrieval process and help students to reinforce their learning.

Broadly defined as 'students learning from one another in both formal and informal ways', students may be able to collaborate on games via some platforms, while others will have a competitive element that encourages learners to top leaderboards and reach goals set by their peers.

Apps like Duolingo, for example, have their own virtual currencies and league tables, which add some much-needed fun to the learning process.

Reference

Kairinos, N. (2022, March 10). Gamified learning: The next frontier of edtech? Retrieved March 18, 2022, from https://www.maddyness.com/uk/2022/03/10/gamified-learning-the-next-frontier-of-edtech/