Research

Perspective Chapter: Gamification – Pros and Cons

Perspective Chapter: Gamification – Pros and Cons

Perspective Chapter: Gamification – Pros and Cons

César Rafael Narváez Carrión and Marco Mauricio Rosales Cevallos

Abstract

"After the CoVid-19 pandemic lockdown occurred (2020–2021), there have been crucial changes in teaching-learning methodologies, mainly because of the emergency online education format, due to the high demand for online education formats. Long hours of learning in front of a screen besides the stressful environment surrounding the pandemic make it difficult to keep learning motivation high, which shows the need for an urgent change in instructional design. This change includes using interactive and participative methodologies for tackling the anxiety produced by the global health crisis. In this frame, gamification tools have emerged worldwide entailing significant benefits to education. Nevertheless, the overuse of technology can lead to several problems including physiological complications among other things, myopia, diabetes, and coronary disease risk (because of sedentariness) and even addiction. Finally, research proves that an adequate frame around technology use and games inclusion in learning can help diminish or even avoid social problems such as addiction and the resulting concentration problems. Furthermore, in the case of active video gaming, it might be advisable for alleviating sedentary habit-related diseases. Therefore, it is important to reflect on the use of games and its objectives for obtaining the best results from powerful strategic motivators."

Reference

Carrión, C. R. N., & Rosales, M. M. (2023). Perspective Chapter: Gamification-Pros and Cons. https://www.intechopen.com/chapters/85368

Keywords

motivation, gamification, learning