Gamification in learning- EdTech
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Educators turning to video games amid covid-19 pandemic

Educators turning to video games amid covid-19 pandemic | Gamification in learning- EdTech | Scoop.it
One teacher re-routed his class's Greece trip to Assassin's Creed. It's not the only game helping educators navigate the pandemic's challenges.

Via Peter Mellow, Kim Flintoff
Rubi A. Valdez Orozco's insight:
Gamification and educational video game use increased rapidly during the pandemic. Teachers everywhere had to find ways of delivering instruction online and find other methods to engage and motivate students to keep learning.
Several teachers across the globe identified that games such as Assassin's Creed: Origins, Roblox, Minecraft, and Dreams provided students with opportunities to exploit their creativity, be exposed to historical events, and implement cross-curricular material and present products representing their learning.
This technology has aided teachers in widening their instructional horizons while helping promote students' learning.
Kim Flintoff's curator insight, April 16, 2020 9:12 PM
Games offer many opportunities for learning - they can be content in their own right, serve as advanced organiser for other learning, or simply become metaphorical journeys that help build connections between a wide range of knowledge and understanding.  

"Games as pretext" has been explored in Drama education for many years.  

Games also offer a chance for a range of high order learning capabilities to be practiced ad developed.
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Monitoring Player Motivation for Gamification | IxDF

Monitoring Player Motivation for Gamification | IxDF | Gamification in learning- EdTech | Scoop.it
Do you know when the players in your gamification project are likely to get bored? Learn to monitor player motivation so you can respond to them accordingly.
Rubi A. Valdez Orozco's insight:
As important as the design process is, monitoring students' interactivity with the gamified activity or the game-based activity is key to producing an effective product. The authors mention three stages of a player: rookie, regular, and master. The rookie player is the novice player who is barely learning and getting familiar with the context of the game, the rules, and the goals. This stage requires an onboarding experience or explicit directions so the learner can understand the expectations of the activity. The next phase of a regular player is the phase where the users are already feeling comfortable with the activities and understand the expectations. In this stage, the user requires a higher challenge to keep engaged and motivated in the activities. The last stage is the master stage, in this phase, the users tend to lose interest in the games. This is due to already knowing what to expect and what they are supposed to achieve. It is important that when we design gamified activities, we provide enough challenges that increase in difficulty along with a tempting reward system to keep the users engaged. 

This article mainly explained how users would react to game-based learning. I translated the users' phases and reactions to a gamified activity. It is important to note that gamification must nurture the human nature of curiosity and a sense of achievement. The designed challenges cannot be extremely hard for rookie participants or very easy for master users. This would cause frustration and boredom among the participants. A well-designed set of activities or a gamified project would plan for levels of participants, interests, cultural approaches, and emotional approaches to ultimately hook the users' attention and motivate their learning and completion of the product.
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Bartle’s Player Types for Gamification | IxDF

Bartle’s Player Types for Gamification | IxDF | Gamification in learning- EdTech | Scoop.it
Gamification is not the same as game design—gamification adds game-like elements to non-gaming environments. Learn more about the differences, and the overlap.
Rubi A. Valdez Orozco's insight:
When it comes to gamification design and game design, one of the most important things to consider while planning and creating a product is to consider your audience. The way the audience engages with the content and how they grasp the information is key to gaining their attention and loyalty. According to Richard Bartle, who created the Bartle test of psychology, there are four categories to divide players: the achiever, the explorer, the socializer, and the killer. Each one of the types determines the way users will engage with the activities and how they will perform the tasks. Whether hooked by leaderboards and rewards, like the achiever, or creating a community to help each other, like the socializer, one of the key elements of game design is to plan to add the game features that your audience will identify to gain their attention.
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The Advantages Of Gamification In eLearning

The Advantages Of Gamification In eLearning | Gamification in learning- EdTech | Scoop.it
This article explores the advantages of using gamification in eLearning, and offers tips on how to use it to maximize learner engagement.
Rubi A. Valdez Orozco's insight:
Gamification was developed as a means to increase user engagement. In education, gamification has played a role in engaging learners and motivating them to complete assigned tasks. Using reward systems as part of the motivation, gamification has shown to be a pleasant activity to be performed by students rather than traditional assignments. According to the author, "The goal of gamification is to make the learning process more enjoyable and interactive, which can help improve retention and understanding of course material."

The benefits of gamification that improve classroom management are increasing students' interest, and commitment in class, awakening students' curiosity, healthy competition among classmates, knowledge retention, and increased attention span. Each one of these key benefits has consequently improved student retention rates. This new learning approach empowers students to feel connected to the digital world. Learners do not think of "learning" while completing gamified activities because the rewards and game mechanics allow them to connect with the content and experience a positive interaction with the information presented. 

Source:
Ismail Dinia, PMP. “How to Use Gamification in Elearning for Maximum Engagement and Effectiveness.” eLearning Industry, 19 Jan. 2023, elearningindustry.com/how-to-use-gamification-in-elearning-for-maximum-engagement-and-effectiveness.

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Gamification For Learning: Strategies And Examples

Gamification For Learning: Strategies And Examples | Gamification in learning- EdTech | Scoop.it
Gamification in education can increase motivation levels and improve knowledge retention. Check out examples how to use it in learning, here.
Rubi A. Valdez Orozco's insight:
During this pandemic year (2021), the author of this article talks about gamification. This non-traditional learning approach shows advantages such as increased learner motivation, improved knowledge retention, and learner engagement. According to the author, the psychology of gamification "focuses on how to understand and influence people's behaviors through gaming methods." This article highlights the influence of gamification on learners' behaviors.

Gamification helps learners create an emotional connection with the content by engaging them in scenarios that get their attention. In addition, gamification stimulates the hippocampal memory which stores the new information into the long-term memory to retain the information learned. This practice also stimulates neuroplasticity which benefits the creation of neural pathways, cognitive skills, and problem-solving skills. 

Gamification can be applied to learning in educational settings such as schools as well as corporations for professional development. The game mechanics that are applied to activities promote healthy competition, motivation to learn new information, interest in new information, and engagement while completing the activities.

Source:

Buljan, Mario. “Gamification for Learning: Strategies and Examples.” eLearning Industry, 29 Nov. 2021, elearningindustry.com/gamification-for-learning-strategies-and-examples.
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A practical guide to gamification in elearning – TrainingZone

A practical guide to gamification in elearning – TrainingZone | Gamification in learning- EdTech | Scoop.it
Sponge Admin SpongeWeb Specialist Read more from Sponge Admin July 22, 2014 A practical guide to gamification in elearning By Sponge Admin Gamification is a practice that’s gaining traction. It promises a better way of reaching learners and it works hand in hand with existing elearning teaching...
Rubi A. Valdez Orozco's insight:
This 2014 article demonstrates how gamification was viewed 10 years ago. Gamification was not recently invented, contrary to what many people thought. It has been present for more than 15 years in education but started gaining popularity after the pandemic years. 

Additionally, gamification was created to gain learners' (students or employees) engagement, motivation, and interactivity with content while learning at their own pace. This innovative educational approach gathers the audience's attention by presenting a narrative in the form of a quest with a hero or a journey to complete. It also offers rewards in the form of points or badges for properly completing the tasks. Lastly, it encourages learners to participate in healthy competition among each other.
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Introduction to the Use of Gamification in Higher Education: Part 1 | Academic Technology Solutions

Introduction to the Use of Gamification in Higher Education: Part 1 | Academic Technology Solutions | Gamification in learning- EdTech | Scoop.it
Gamification in Higher Education: What and Why? Most people, when they think about gamers, picture teenage boys who are so addicted to games that they are glued to their computers. But the actual statistics show that the population of adult women gamers outnumbers that of males under 18.
Rubi A. Valdez Orozco's insight:
Gamification has been demonstrated to benefit learners from all learning levels from K-12, higher education students, and even employees of companies during their training. This practice helps build connections among the members of a learning community by promoting collaboration and competition. Gamification has transformed the educational field changing the perspective of learning. It became a fun and rewarding activity filled with interesting tasks, rewards, recognition, and redirection. 

This article is rich in examples of how gamification can be applied in the classroom and mentions a variety of gamified platforms that can be used in the classroom. Gamified activities can vary from low-tech to high-tech explaining the use of technology in the activities. The duration of the tasks and activities depends on what the instruction decides for the learners.
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Using Gamification in Grades 3 to 12 to Ignite Student Learning

Using Gamification in Grades 3 to 12 to Ignite Student Learning | Gamification in learning- EdTech | Scoop.it
Gamification taps into the power of noncompetitive play and students’ desire to improve their skills.
Rubi A. Valdez Orozco's insight:
In order to ignite student learning, John McCarthy suggests the use of gamification. The author states that students are able to explore and practice their learned content by experiencing enhanced learning opportunities. Gamification offers extrinsic and intrinsic rewards that support students' gaining depth of understanding while motivating and promoting learning in a fun way. This learning method allows users to get rewarded by digital badges and achievement recognition.

Gamification requires quality experiences to become an effective implementation in the classroom. The more time students invest in and outside of the classroom completing the required tasks, the more students will achieve skill mastery and knowledge. The rewards offered by gamification need to be directed towards creating intrinsic rewards that will then be reflected in tangible prizes, if possible. The main goal is to engage the students in the learning without creating a dependency or motivation where they only work for a price rather than the learning outcome. Gamification offers the possibility to empower students and hold them accountable for their learning by offering choices of tasks that will make them feel successful and achieved.

Source:
McCarthy, John. “Using Gamification to Ignite Student Learning.” Edutopia, George Lucas Educational Foundation, 13 Dec. 2021, www.edutopia.org/article/using-gamification-ignite-student-learning/.
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The Power of Gamification in Education | Scott Hebert | TEDxUAlberta

Scott Hebert is a teacher in Fort Saskatchewan, Canada. In this talk he addresses why the modern education system is experiencing an engagement crisis, and how we can solve it through a new approach in teaching. #GameMyClass Scott Hebert is a local middle school teacher, author, former TEDx speaker and educational innovator from Fort Saskatchewan where he teaches at Our Lady of the Angels Catholic School. He has been on a crusade since beginning his career in 2009 to rid the stereotypes and archaic expectations of school. In 2013, he was awarded the Alberta Excellence in Teaching Award for his efforts in elementary physical education. He then moved into middle school sciences. After a year of planning, in 2015, Scott unveiled his latest effort to connect students to their education using the upcoming teaching methodology of gamification. Subsequently, his program was named the Best Gamified Project in Education globally in 2015 by the World Gamification Congress. His class has gained local, provincial, and international attention for its unique approach to answering the engagement crisis many of today's student face. Scott's speaking style uses humour, honesty and personal experience to connect with his audience. This talk was given at a TEDx event using the TED conference format but independently organized by a local community. Learn more at https://www.ted.com/tedx
Rubi A. Valdez Orozco's insight:
This TED Talk video presents a teacher with 15 years of experience talking about how challenging engagement in education has been. The problem of engagement in education is not a difficulty the school system has recently found. Instead, it might be a problem that has always been present. He then explained his research and how he solved this problem in his classroom.

Scott Hebert explained how he decided to take action in this matter and implement gamification in his classroom. Gamification allowed his students to be creative, explore, and be motivated about learning. He guided his students to create a physical learning area, as they modified their classroom, where they felt they could learn better, do activities that will hook their attention and retain information. Although he fought against people who did not agree with "change," he was successful in his journey and proud of his accomplishments with his students.

Mr. Hebert demonstrated the power of innovation and showed that even though change takes time and a lot of work is worth the try. He implemented game mechanics in his class and allowed students to explore their interests while facilitating the tools and content for them to comprehend the information. We can say that gamification was successfully implemented in his classroom.
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Pros And Cons Of Gamification

Pros And Cons Of Gamification | Gamification in learning- EdTech | Scoop.it
Gamification can be a great tool, but some things must be considered for it to be effective in the workplace. Let's look at the pros and cons.
Rubi A. Valdez Orozco's insight:
When we think about the positive and negative consequences of gamification in the education field, there are several important points we need to mention. First, let's remember gamification is the application of game mechanics to learning to achieve certain learning goals. Examples of game mechanics are leaderboards, rewards, quests, journeys, and feedback. The main goal of gamification is not to get winners or losers playing a game, but rather to have learners complete tasks by changing their behavior towards the completion and achievement of the desired outcomes. To wrap up the article, educators and instructional designers need to reflect on the goals that need to be achieved by the learners to determine if gamification is the right fit for a lesson.



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Gamification in education: A revolutionary approach to learning - Education News | The Financial Express

Gamification in education: A revolutionary approach to learning - Education News | The Financial Express | Gamification in learning- EdTech | Scoop.it
Gamified learning is adaptable to different learning styles and can cater to the diverse needs of students. It can be used in a variety of subjects, from mathematics and science to history and social sciences.
Rubi A. Valdez Orozco's insight:
According to the author of this article, Fauzia Khan, research shows a 96% high completion rate of game-based lessons with an average of 83%. These results demonstrate gamification in lessons has effectively supported learning by improving engagement and taps into the natural curiosity of the learners by learning at their own pace. Gamified learning provides versatility by adapting to different learning styles that target students' needs as well as presenting content over different subjects such as math, science, and social studies. Besides sparking students' curiosity and increase engagement, it helps develop critical thinking skills and problem-solving skills. With all these qualities, gamified learning or gamification is growing to be a great tool to transform education for better outcomes and higher achievement.

Source:

Khan, Fauzia. “Financialexpress.” Education News | The Financial Express, 24 Apr. 2023, www.financialexpress.com/jobs-career/education-gamification-in-education-a-revolutionary-approach-to-learning-3053843/.
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Using Gamification to Increase Engagement During Hybrid Learning

Using Gamification to Increase Engagement During Hybrid Learning | Gamification in learning- EdTech | Scoop.it
Games that take students on a quest can invigorate social studies and strengthen bonds among learners.
Rubi A. Valdez Orozco's insight:
This article, published during the pandemic years, stated how challenging it was to engage students during these difficult worldwide times. The education field and the instructional methods changed completely. Education has a before and after picture from 2020. During the pandemic, the lessons that were supposed to be taught in person had to be adapted to digital platforms and presented virtually or hybrid (combining face-to-face learners and virtual users). These methods exposed challenges that teachers have had before, engagement.

The implementation of gamification in education gave hope to educators that something could be done to engage students. The author suggests several tools that were implemented during those times that demonstrated effective and positive outcomes when used in the classrooms. Immersive experiences such as Google Street View Treks, provided the opportunity to explore places around the world. 
What teachers discovered is that using a tool they already knew how to manipulate, Google Slides, they implemented gamification creating presentations that constituted a learning quest. This quest included exploration, strategy thinking, and problem-solving skills, offered a reward and provided excitement, and sparked curiosity in the students. The article offers an example of the presentation created.
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Gamification In Learning And Why It Is Important?

Gamification In Learning And Why It Is Important? | Gamification in learning- EdTech | Scoop.it
The integration of gamification in the different learning programs has started new debate and interest.

Via Acadereality
Rubi A. Valdez Orozco's insight:
Gamification in learning has represented a solution to the decrease in engagement and efficiency of the presentation of information in training or teaching concepts in school. Game mechanics integrated into the experience have demonstrated to spark the sense of achievement, progression, and competition among the users.

Gamification has increased learning engagement, and motivation, improved knowledge retention, and promoted team collaboration while presenting to the users specific topic scenarios, challenges, and situations where they have to apply what they have been learning throughout the immersive experience providing instant feedback and tailored lessons customizing the learning to each user.
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AI + Gamification: Unlocking the Future of eLearning

AI + Gamification: Unlocking the Future of eLearning | Gamification in learning- EdTech | Scoop.it
AI-Powered gamification is the future of eLearning, it makes way for personalization and adaptive learning! Read on to know how and why.

Via EDTECH@UTRGV
Rubi A. Valdez Orozco's insight:
The author of the article, S. Dingari, said, "AI-powered gamification is the future of eLearning, it makes way for personalization and adaptive learning!" This article cleared up doubts about the true meaning of gamification.
According to the author, gamification is the use of game-like elements and contexts were there is no games. The use of reward systems such as leaderboards, badges, and points provides benefits to the users such as increase motivation, promote healthy competition, and most importantly switching from a passive learning experience to a more enjoyable activity.

The author also exposes the difference between "traditional gamification" vs. AI gamification. These differences vary from one of the styles being "one-size-fits-all" compared to experiences that are "tailored challenges,"  and receiving "personalized rewards."

 Source:

Dingari, Sahithi. “Gamification & AI: The Future of Elearning.” Gamification & AI: The Future of eLearning, CommLab India, 1 Apr. 2024, blog.commlabindia.com/elearning-design/gamification-ai-adaptive-personalized-elearning-future.


EDTECH@UTRGV's curator insight, April 1, 2:56 PM

"The future of gamified eLearning lies in personalization and adaptation. This is where Artificial Intelligence (AI) steps in. AI can analyze vast amounts of learner data, including performance metrics, completion rates, and even clickstream behavior. This data provides valuable insights into individual learning styles, strengths, and weaknesses."

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The Use of Story and Emotions in Gamification | IxDF

The Use of Story and Emotions in Gamification | IxDF | Gamification in learning- EdTech | Scoop.it
Storytelling can add depth and emotional connections to gamified features within a system. It’s about creating something valuable for the player that helps you achieve your gamification mission.
Rubi A. Valdez Orozco's insight:
As we know, gamification is the learning approach that implements game mechanics in non-game contexts to gain users' engagement and motivation for learning. As the activities are being planned and developed, emotional design and graphic design are processes that require a plan of action. A game-based activity or a gamified activity requires a narrative to gain the learners' attention and create a connection with the content. When the designers appeal to the users' emotions and provide visuals that support the narrative, they create an experience for learners that will effectively provide the desired outcomes. It is important to consider cultural factors when including visuals and humor, to make sure your audience does not create a negative feeling towards the gamified activity.
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What is Gamification? — updated 2024 | IxDF

What is Gamification? — updated 2024 | IxDF | Gamification in learning- EdTech | Scoop.it
Gamification boosts engagement, improves user experience and makes tasks enjoyable with strategic design elements and fun incentives.
Rubi A. Valdez Orozco's insight:
Implementing game-design elements and game principles in a non-game context (gamification) has improved users' experience while learning new information and practicing learned skills. Although gamification creates an immersive, engaging, and fun experience for users, it raises several challenges for designers such as motivating users to complete the tasks voluntarily, users need to create a connection with the content completed, and keeping users comfortable and engaged without causing frustration and overwhelm them with the tasks. By implementing the player-centered design in gamification, UX designers make sure that activities are more engaging and effective. 

The psychology behind gamification falls behind the human nature to be curious, reflecting desires for "challenge, achievement, and social connection," states the author. Some of the reasons why users enjoy the gamification experience are rooted in intrinsic rewards and motivation to learn, social interaction, a sense of identity and community belonging, as well as stress relief, a sense of accomplishment, and curiosity.


Sources:

“What Is Gamification? - Updated 2024.” The Interaction Design Foundation, Interaction Design Foundation, 28 Feb. 2024, www.interaction-design.org/literature/topics/gamification.

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Is Gamification Effective: The Neuroscience of Gamification Explains Why

Is Gamification Effective: The Neuroscience of Gamification Explains Why | Gamification in learning- EdTech | Scoop.it
Is gamification effective? What is the brain science behind it? Here are 10 brain-fuelled facts on the neuroscience of gamification.
Rubi A. Valdez Orozco's insight:
The neuroscience behind gamification has proven the reason why this approach has gained popularity and implementation. Applying game mechanics to tasks that learners have to complete has brought many positive outcomes to this practice. In this article, the author explains how each element of gamification is explained in neuroscience.

Gamification creates an emotional connection with the learners by presenting the information in narrative form that explains the reasoning why the tasks have to be performed and hooks the learners to want to know more. Also, an area of the brain called "the hippocampus" gets activated during playing. This area is in charge of recalling information. Gamification also stimulates the release of hormones such as dopamine, endorphins, and serotonin. Dopamine is released when the learner is collecting success and positive feedback. Serotonin is released when the learners reflect on their past successes in the game and look at the badges they've earned.

Gamification also provides exercise for the brain. It improves brain functions, reduces stress, and helps to deal with cognitive overload. This article provided important key neuroscientific reasoning as to why gamification is effective while implemented in learning.
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How Gamification Is Used In eLearning

How Gamification Is Used In eLearning | Gamification in learning- EdTech | Scoop.it
How Can You Implement Gamification Effectively Within Your eLearning Program? Check the How Gamification is Used in ELearning article to find more.
Rubi A. Valdez Orozco's insight:
This 2014 article depicts how the author suggested implementing gamification effectively in those years. The definition of gamification can be described as: "adding typical elements of game playing such as point scoring, competition with others, and rules to play to certain activities. Although gamification had high expectations for the business world and the education field to engage and meet objectives, the predictions of the gamified application success were not 100%.  This was due to the poor design of the gamified activities and what was considered meaningless giving points and badges to the users. Also, gamification was calculated to be more cost-effective rather than traditional training for corporate training purposes.

This article focuses on gamification in corporate training. It also highlighted the importance of implementing gamification on the correct processes and goals to be achieved and to determine realistic expectations to enable sustainable behaviors in employees such as motivation, engagement, and an overall happy employee.

It is interesting to see the perspective of people about gamification 10 years ago and how it has developed in the following years up to date. Although the definition of "gamification" has not changed, the reaction of people towards it has now turned out to be more positive. Also, different and more advanced technologies and methods have been involved in gamification making it more attractive and engaging.


Source:

Pasterfield, Kate. “How Gamification Is Used in Elearning.” eLearning Industry, 12 May 2021, elearningindustry.com/how-gamification-is-used-in-elearning.
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Exploring Teachers' and Students' Perspectives on Gamification in Learning Management Systems | Jurnal Komunikasi Pendidikan

Exploring Teachers' and Students' Perspectives on Gamification in Learning Management Systems	| Jurnal Komunikasi Pendidikan | Gamification in learning- EdTech | Scoop.it
Exploring Teachers' and Students' Perspectives on Gamification in Learning Management Systems Authors Singgih Subiyantoro Universitas Veteran Bangun Nusantara Mohamad Zain Musa Musa Aisah Foundation DOI: https://doi.org/10.32585/jurnalkomdik.v7i2.4613 Abstract Integrating innovative pedagogical...
Rubi A. Valdez Orozco's insight:
This article presents information from a study conducted by Indonesian scholars. Their findings provide support for the positive outcomes of gamification in education, particularly in terms of increasing the engagement and motivation of users. Gamification has proven to be an effective instructional method not only in the United States but worldwide. This study sheds light on the perspectives of higher education teachers and students regarding gamification.

Furthermore, this study serves as evidence of the impact of well-implemented gamification. Gamification has gained territory in the educational field being an innovation in teaching methods. Its effectiveness as a valuable resource covers all levels of education.
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What Is Gamification in Education? | Houghton Mifflin Harcourt

What Is Gamification in Education? | Houghton Mifflin Harcourt | Gamification in learning- EdTech | Scoop.it
This article breaks down the question, what is gamification in education? Gamification of learning means that educators apply game design elements to an educational setting.
Rubi A. Valdez Orozco's insight:
Gaming has shown to be a popular practice among people. Game-based learning has been applied by a wide range of classrooms across the country. Gamification has also spread into instructional methods. Gamification can be applied to tasks with additional game mechanics such as scoring or badges or even simple tasks in the classroom with unusual projects that release their creativity.

The author says, "Gamification is a tool that can build motivation and interest, in effect reducing student-driven issues in the teaching process." It is important to remember that like in most cases there is no one-size-fits-all approach to gamification. When it is implemented, educators have to consider the features that best suit their class to implement the proper components and game mechanics in the instruction.
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Frontiers | Play hard, study hard? The influence of gamification on students’ study engagement

Frontiers | Play hard, study hard? The influence of gamification on students’ study engagement | Gamification in learning- EdTech | Scoop.it
In recent years, gamification is widely used in the education. In this article, we build one theoretical model to illustrate how gamification influence
Rubi A. Valdez Orozco's insight:
This research article by Jun Chen and Mo Liang presented the results of a study done to measure the influence of gamification on students' study engagement. In the study, the authors discussed the importance of gamification and the reasoning behind its benefits. One of the findings of the study reflected the relationship between the age of the learners, the time spent in gamified activities, and the effect gamification had on them. In other words, the younger the learner, the more time was wanted to spend "playing" and the more the student will learn and enjoy, rather than older learners due to maturity and loss of interest. This study supports the belief that gamification sparks motivation and engagement on the users. The intrinsic rewards gamification offers have a heavy weight on users interest and that is why the popularity of this new teaching method.
The authors suggest a further study on this research with a different group of study and change certain factors to effectively prove their hypothesis.

Source:

Chen, Jun, and Mo Liang. “Play Hard, Study Hard? The Influence of Gamification on Students’ Study Engagement.” Frontiers, Frontiers, 20 Sept. 2022, www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2022.994700/full.
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Transforming Classrooms: The Ultimate Gaming Challenge's Role in Advancing Educational Gamification | Dino Miele

In an educational landscape increasingly dominated by digital innovation, gamification has emerged as a transformative strategy for engaging students in a meaningful and enjoyable learnin
Rubi A. Valdez Orozco's insight:
The author of the article, Dino Miele, suggests that gamification not only adds fun and addictive elements of games to non-game situations and lessons but also taps into human needs explained in Maslow's theory hierarchy of needs and Ryan and Deci's self-determination theory. The needs of competence, autonomy, and relatedness that support users' engagement and motivation get fulfilled through activities of this kind. The Ultimate Gaming Challenge infuses academic content with game mechanics creating the effect of fostering deeper engagement and captivating the learners' attention. Alluding to the Ultimate Gaming Challenge as a "paradigm shift", gamification has allowed us to move towards a more student-centered education rather than the traditional educational methods.

Gamification has allowed learners and users to become active participants in their learning by completing the tasks at their own pace, developing critical skills, problem-solving skills, and collaboration. These interactive activities also enhance the retention of information by sparking curiosity and engagement in the content. By implementing academic concepts into learning adventures, covering a variety of subjects, learners collaborate, communicate, and develop skills that will help them in other areas of their lives. All of these benefits help learners keep up with skills that are required on the 21st-century technological level.

Gamification also offers instant feedback to learners that helps them correct mistakes. It also promotes the engagement, motivation, and retention of information by participating in interactive and immersive learning that helps students understand and remember the information presented. Ultimately, gamification supports the development of digital literacy, a skill much needed in this tech world.
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5 Benefits of Gamification in Learning

5 Benefits of Gamification in Learning | Gamification in learning- EdTech | Scoop.it
We dive into the top benefits of gamification in corporate training & how learning professionals shouldn't underestimate these benefits. Find out more today.
Rubi A. Valdez Orozco's insight:
This article from 2018 states five benefits of gamification in learning. Gamification applied to corporate training has demonstrated benefits for the users and makes learning more enjoyable and interesting. 

The benefits of gamification, according to the author, are the following:
1.- Learning is fun and interactive
2.- Creates addiction to learning
3.- Provides an opportunity to see real-world applications
4.- Gives real-time feedback
5.- Enhances the learning experience.

Gamification has provided the opportunity to learners to engage with informational content presented in an informal learning environment. This learning environment immerses the users in real-world scenarios where the concepts can be applied. As the learner is completing the tasks, feedback is provided and the user is being redirected as needed to ensure the quests or journey is completed properly. The learner is engaged with the content by completing tasks with graphics that are relevant, catchy, and fun.

Source:

Mulkeen, Declan. “5 Benefits of Gamification in Learning.” Learnlight, 21 Oct. 2023, www.learnlight.com/en/articles/5-benefits-of-gamification-in-learning/.
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Gamification in Education is Proven Effective, What’s Next? | EdGate

Online gaming is extremely popular. More than two out of every three people in the United States play video games, according to a study reported by the Entertainment Software Organization The good news for educators: Games aren’t just for fun anymore.
Rubi A. Valdez Orozco's insight:
Over the years gaming has increased in popularity. In 2023, the Entertainment Software Organization reported that 2 out of 3 people in the U.S. play video games. Gaming has widened the purpose of the activity. Now, online gaming can also target educational games. 

Teachers started implementing digital gaming to reinforce and support lessons learned in the classroom for subjects such as social studies. The idea of online gaming is to immerse players in the knowledge. While users play the game and experience the game mechanics, educators are able to monitor their understanding.

Although not all video games provide tailored lessons and progress monitoring for educators, they ensure to increase students' curiosity and learning motivation. These games are designed to support lessons by entertaining the users while being used in an educational setting.

Gamification has adapted the game mechanics of video games to inspire and spark student motivation and engagement in schools. This has been achieved by creating well-developed lesson objectives, providing rewards, and providing opportunities for learning quests, journeys, or experiences where students feel interested and hooked giving students a more fun and engaging learning experience.
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elearn Magazine: Gamification: Using Game Mechanics to Enhance eLearning

elearn Magazine: Gamification: Using Game Mechanics to Enhance eLearning | Gamification in learning- EdTech | Scoop.it
elearn
Rubi A. Valdez Orozco's insight:
Reflecting on this article from 2011 and comparing the information to what we know now in 2024, 13 years later, the implementation and use of gamification have not changed radically. 
This article clearly explained the concept of gamification and what is NOT. According to the author, "gamification is the use of gameplay mechanics for non-game applications." He emphasizes the importance of knowing what gamification does NOT represent, "is not the inclusion of stand-alone games in eLearning (or, whatever gamification is being applied to)."  Based on this information given, we can understand that gamification does not mean to include video-games or educational games in the classroom to make them more engaging. It means that by applying game mechanics or game characteristics can increase students' motivation by creating scenarios or experiences that hook their attention and spark engagement and interest in the audience. 

Game mechanics are the characteristics that games implement and can be applied to other situations such as goal setting, monitoring and measuring progress, rewards, and motivation. Each one of these features provide a whole experience that engages the users to complete activities that are providing important information. Users are being rewarded for their effort and given redirection while receiving feedback when needed.
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How AI, Gamification, And VR Improve eLearning Outcomes

How AI, Gamification, And VR Improve eLearning Outcomes | Gamification in learning- EdTech | Scoop.it
AI, gamification, and Virtual Reality are all making eLearning more interactive, personalized, fun, and improving learning outcomes.

Via EDTECH@UTRGV
Rubi A. Valdez Orozco's insight:
The implementation of eLearning, including gamification, AI, and virtual reality, is the future of education, according to the author.
These three technologies provide a set of benefits for the users. Starting with customized learning, receiving timely and constructive feedback, and providing instant results (grades and checks for understanding), making them effective. They also provide immersive learning experiences by engaging and improving learning retention of information. 

The challenges these technologies include the lack of instructor presence, adjustment difficulties from a traditional classroom setting to online learning, low engagement, and technology inequality. Each challenge has a feasible solution suggested by the author. 
EDTECH@UTRGV's curator insight, March 11, 1:12 PM

"eLearning is more than delivering content online. It also aims to create engaging, personalized, and practical learning experiences. To achieve this, eLearning leverages the latest trends: Artificial Intelligence (AI), gamification, and Virtual Reality (VR)."

harrietwatkins's curator insight, May 2, 8:08 PM
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