Gamesy: How Videogames Serve as a Better Replacement for School?
Gamesy: How Videogames Serve as a Better Replacement for School?
B.W. Waweru, H.K. Yap, K.Y. Phan, P.S. Joseph Ng, H.C. Eaw
Abstract
"Games have existed since time immemorial and have proved to significantly change people's mentality and attitudes towards countless scenarios. Games can be either physical or mental, for example, sports and chess. Games have developed over the past decades, having gone through significant changes via digitization. Games nowadays are at everyone's disposal since almost everyone possesses a smartphone. Videogame such as PUBG, Call of Duty mobile, Fortnite, and more are very addictive games that consume a lot of our time daily. Although games are `time wasters', we should acknowledge the one thing that games offer: this is the constant testing, and learning a simple game engages the brain proves that games are an asset in mental development and thus gamification can be used to provide a fun learning environment. In this article, we discuss how gamification has been implemented in various applications over the years, people's take on gamification and gamified apps from a survey and interview conducted, and thereafter design a student-oriented gamified study app, Gamesy, that makes use of game elements to improve performance in school and change/improve study habits in a game environment via progressive game design. With this, better performance may be realized in the tertiary education level, university, and college."
Reference
Waweru, B. W., Yap, H. K., Phan, K. Y., JosephNg, P. S., & Eaw, H. C. (2020, September). Gamesy: How Videogames Serve as a Better Replacement for School?. In 2020 IEEE Student Conference on Research and Development (SCOReD) (pp. 10-15). IEEE. https://ieeexplore.ieee.org/abstract/document/9250930
Keywords
video games, school, education