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The Role of Gamification in E-Learning

The Role of Gamification in E-Learning

The Role of Gamification in E-Learning

By David Edwards

November 6, 2023

Originally Published Here

Summary

E-learning, has gained prominence due to its ability to activate the brain's pleasure centers and enhance engagement. With 97% of children playing video games and 70% of teachers observing increased student interest through gamification, making learning enjoyable proves to be an effective strategy for maintaining focus and motivation. The University of Florida's integration of math games resulted in improved academic performance and diminished math phobia. Gamification is extensively used in STEM fields, like mathematics and chemistry, to make learning new content more memorable.

In the realm of online education, gamification offers significant advantages. It promotes socialization, encourages collaboration over competition, and fosters a sense of achievement through experience points and badges. The system replaces traditional grading with a more accessible points-based evaluation, resulting in increased retention. Adaptive learning with gamification simplifies educational tasks and enhances interest, while collaboration motivates active learning. Immediate feedback, a sense of achievement, and a higher level of engagement contribute to a more exciting and effective learning process. The method's success is further demonstrated by its ability to get students hooked on learning, evident in its application in various e-learning examples, such as Duolingo's achievement badges and coding learning platforms like Grasshopper. Additionally, gamification aligns well with other educational tools, combining seamlessly with team-based learning and online exam services. Overall, gamification stands as a dynamic and effective approach to enhancing the educational process.

Reference

Edwards, D. (2023, November 6). The Role of Gamification in E-Learning. Robotics & Automation News. https://roboticsandautomationnews.com/2023/11/06/the-role-of-gamification-in-e-learning/72092/