Gamification in Education: Enhancing Student Engagement and Learning Outcomes
摘要
Classroom game techniques are now regarded as the most efficient tactic for capturing the students’ interest and improving their performance. This chapter explores the validity of gamification to help resolve public affairs like lack of motivation and interest among learners. This chapter rests on a very broad content review plus pertinent case studies-in which game elements are viewed at within education, such as point systems, leader boards, badges, and interactive simulations, and then evaluating the extent to which they reach intended aims among educational environments. The findings suggest that gamified mediation motivates students cognitively, emotionally, and behaviourally, thus making it much more interesting and feasible as a possible engagement strategy. Effects of gamification on educational outcomes in higher education, K-12 settings include retention of information, ability to solve problems, and group activity, all of which favoured progress but would have been better when students set clear objectives about what they want. Adverse incidents include low reliance by the student on extrinsic motivators, lower educational and particularly technological access, and inequities in the distribution of resources such as the Internet. This chapter concludes with recommendations for educators and policymakers in strategic gamification of the curriculum. Such that the use of gamification hooks, educators would be able to create immersive and effective learning experiences meeting the needs of twenty-first-century education. This chapter adds to the literature on innovative pedagogies, providing all important glimpses into the future of teaching and learning under fast-changing conditions.