Probably, one of the most interesting trends happening today concerning education is gamification, which has been gaining ground rapidly. The use of technology in learning institutions has been exponential in the recent past.
Among the most exciting trends related to education is gamification, which is likely to cover even more grounds soon. Gamification refers to a strategy or approach by which elements, in the application of games, are used in non-game contexts. It intends to drive and engage users. This simply means, in more layman terms, applying game mechanics such as points, levels, and rewards to learning activities within an educational setup.
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It has made learning interactive, fun-filled, and entertaining. Edtech aims at enhancing the output of learning and making learning a merry experience. I learnt much about it while searching for a private birthday celebration bangalore or places to visit in jp nagar.
So, in this article, we are going to discuss what gamification is, how it works in education, and its influence on EdTech.
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What is Gamification?
Gamification refers to the usage of game-based elements in different contexts. Some of these features are:
Points: It is when the learner earns points for something that they are supposed to do, or when they answer a question correctly.
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Badges: These occur at the point where students attain a milestone or at the point of attaining a particular milestone.
Levels: There is the leaderboard, showing how the student ranks up in a class or the platform.
Reward: Finally, there is reward that arises out of effort and results shown by students.
The term ‘Gamification’ is more about using game mechanics for making learning rewarding and fun.
How Does Gamification Work in Education?
While learning is being made into a game, the process makes students undergo different kinds of learning activities to collect points and badges or any kind of reward. It motivates the learning experience or to do tasks. For example, if a student solved some math problem successfully, he gets some scores. By earning sufficient points, he then obtains some new level or is rewarded with a virtual badge.
Such game-like characteristics would be exciting during learning because it can provide a kind of achievement feeling to the learner. There can be scope for students to have their eye on the learning goal. It is mainly because students enjoy earning scores and badges.
Role in EdTech for Gamification
EdTech can simply be put as the technology used in promoting education. It is highly efficient and helpful for students’ learning. Gamification is a vital use of EdTech in today’s world.
In addition, EdTech websites are increasingly adopting gamification as their strategy to lure students toward the topic by adopting modern and attractive ideas for learning. You can look at platforms like Kahoot and Duolingo! They use points and rewards along with the leaderboards to keep those students ‘playing’ for as long as possible. This also means that users/students might stay in such a place for quite a while as they enjoy it!
How Gamification is Making EdTech Better
1. Increased Engagement
It makes the students more engaging. The students involved in it pay attention and contribute in classes while doing their assignments. It only helps make learning a fun activity which helps a student to remain interested.
For example, with a learning application that has gamification, the learner will be excited for either getting more points or beating previous scores. This kind of motivation will ensure that the students take control of the material and continue learning.
2. Motivation to Learn
Besides all these, gamification makes the students become motivated for learning. It gives feedback and rewards, along with showing acknowledgement to the students. Further, some kind of pride comes on the faces of those who get a badge or move to another level forward. This motivates further learning from the side of the students and harder work.
Think of someone who wants to learn a new language on Duolingo. They may want to master the language. Thus, they would practice every day just to acquire their rewards and hold on to their streak. This is what drives good learning habits.
3. Personalized Learning
This feature of gamified learning, personalization in learning, is a huge plus for EdTech. The gamified platforms can be set to suit every individual’s needs. In this case, for instance, if a student performs poorly in a certain topic, then that specific student is given extra practice or the level of difficulty decreased.
If the learners learn step by step, it unlocks tougher challenges and keeps the learning process in molds according to their abilities. This process is very personal because it creates a feeling of being supported and challenged. So, this enhances performance.
4. Instant Feedback
Another very good characteristic of gamification in EdTech is instant feedback. Most of the students in a typical class must wait for their grades from their teacher. But on a gaming platform, instant feedback is issued. They can thereby see their mistakes and learn better.
With instant feedback possible, through which one can correct the students at the right time. Therefore, this learning process will be more accurate and time-saving.
5. Teamwork and Competition
Gamification sparks aspects of cooperation and healthy competition. Many of the sites embracing gamification allow for collaboration by equipping students with resources to collaborate on goals. It also triggers competition due to the leader boards created where the students must compete against each other.
Aspects of community and teamwork guarantee learning would go well. For instance, the basic classroom would have the students break out into smaller groups. This can bring them collaboration as well as very basic social skills at the same time.
6. Better learning outcomes
More engagement and motivation together with student-centered learning create higher efficiency of learning. It brings focus and active attention of the students towards the learning goals. Therefore, it promises better performance.
Exercises have proven that students who use the gamified tools of learning have better grades and have more recall ability as opposed to others. The interactive character of gamification lets students understand knowledge.
Conclusion
Generally, gamification changes the way students will be learning, infusing an empowering, exciting, and personal element in learning. Generally, gamification involves bringing in the students into the learning process using more focused energy on their goals. They continue to learn, while having fun at it.
Proper gamification can make learning experience engaging and guarantee every student his or her best. Further, it is now clear that in the coming days, the evolution of technology will develop the use of gamification in the education sector.