Gamification of learning is a technique used to motivate students to study by capturing their attention through video games. This makes the students enjoy by introducing game elements in education-related environments (Faiella & Ricciardi 2015). Due to the advancement in technology, gamification in learning is proving to be a useful tool in the education system. The brain justifies the appropriateness or inappropriateness of gaming as a learning tool based on the effectiveness of gaming in learning. One should also consider if gaming is the solution to the problem posed. Proper research on the target group should also be done before choosing the right game (Kim, 2015). Gamification involves the use of specific tools for specific functions to ensure that video games serve the right purpose in learning.
Gamification is a useful tool in learning if used appropriately. Using games is enjoyable and involves the use of color and sound. These will easily capture the student's attention and provide fun and, at the same time, enhance learning. Gaming also uses modern user interface design, which enhances learning (Kapp 2013). Some games also present their tutorials as inform of pictures hence an easy understanding of the concept.
Delegate your assignment to our experts and they will do the rest.
The use of video games also influences social networking and therefore targets a large number of people. This encourages students to engage with each other and sort answers from each other. Games are also a source of engagement and capture their users' attention hence influencing participation. Through gaming, healthy competition is created as the students strive to outdo each other during the game. Students with disabilities, such as dyslexia, are also motivated as they can comfortably compete with each other during gaming (Kim et al. 2018). Gamification is an essential tool in learning, and when the right games are incorporated, they can promote integration, purpose, and confidence amongst students.
References
Faiella, F., & Ricciardi, M. (2015). Gamification and learning: a review of issues and research. Journal of e-Learning and Knowledge Society , 11 (3).
Kapp, K. M. (2013). The gamification of learning and instruction fieldbook: Ideas into practice . John Wiley & Sons.
Kim, S., Song, K., Lockee, B., & Burton, J. (2018). What is gamification in learning and education?. In Gamification in learning and education (pp. 25-38). Springer, Cham.
Kim, B. (2015).. Designing Gamification in the Right Way. Library Technology Reports , 51 (2), 29- 59.
Tu, C. H., Sujo-Montes, L. E., & Yen, C. J. (2015). Gamification for learning. In Media rich instruction (pp. 203-217). Springer, Cham.