The Place of Gamification in the Educational Context
The Place of Gamification in the Educational Context
By Jan Miškov
Abstract
“Schools are pioneers of innovation in the process of teaching and learning. This study researches and analyzes new opportunities that modern information and communication technologies open up in the field of education and lifelong learning. It uncovers what place gamification in schooling holds, how it affects people, and what students take away from the progressive idea. Thus, it recognizes the possibilities and limits of its implementation in the education process. The author aims to understand better how gamification can be used in educational institutions, its function, and how to apply game principles in this context as successfully as possible. Gamification is often seen as one of the supports for student motivation. Concerning the design of teaching, teaching methods, and educational goals, the learning principles of games can be used innovatively as supplements to classroom teaching, where the curriculum is supported by game elements as important components of the teaching method. It is an inspiration for educators and designers in building gamified learning contexts.”
Reference
Miškov, J. (2022). The place of gamification in the educational context. Handbook of Research on the Influence and Effectiveness of Gamification in Education, 1-22. doi:10.4018/978-1-6684-4287-6.ch001 https://www.igi-global.com/chapter/the-place-of-gamification-in-the-educational-context/308744
Keyword
Gamification, educational, context, students, designers, learning, research