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Gamification in Education - Coggle Diagram
Gamification in Education
INTRODUCTION
Today's learners are digital natives. They grew up with digital technologies. Teachers have to solve important issues related to the adaptation of the learning process towards students who have different learning styles. Gamification is one of the educational approaches and techniques that increase motivation and engagement of learners.
NATURE OF GAMIFICATION
Gamification is an integration of game elements and game thinking in activities that are not games. Games have some distinctive features which play a key role in gamification:
users are all participants – employees or clients (for companies), students (for educational institutions);
challenges/tasks that users perform and progress towards defined objectives
points that are accumulated as a result of executing tasks
levels which users pass depending on the points
badges which serve as rewards for completing actions
ranking of users according to their achievements.
GAMIFICATION IN EDUCATION – WHY?
Game approaches lead to higher level of commitment and motivation of users to activities and processes in which they are involved. Game mechanics are familiar to consumers as most of them have played or continue to play different games. Although this conclusion applies to companies and their employees, it is unconditionally true for education.
Jenis Infografis
Timeline, Tells a story through the use of chronological data
List, Text (usually with icons) that lists information about a given subject.
Flowchart, A single point that branches off based on different decisions
Differences between Gamification and Serious Games
Game inspired design is the use of ideas and ways of thinking that are inherent in games. Game inspired design
does not express in adding game elements, but rather in using of playful design.
Gamification is the use of game metaphors, game elements and ideas in a context different from that of the
games in order to increase motivation and commitment, and to influence user behavior (Marczewski, 2013).
Serious games are games designed for a specific purpose related to training, not just for fun. They possess all
game elements, they look like games, but their objective is to achieve something that is predetermined.
Simulations are similar to serious games, but they simulate real-world things and their purpose is user training
in an environment resembling real life.
Games include everything mentioned above and they are designed for entertainment.
GAMIFICATION IN EDUCATION – HOW?
1) Determination of learners’ characteristics: When teachers implement new approaches in learning process it is essential to define students’ characteristics (profiles) in order to determine whether the new tools and techniques would be suitable.
2) Definition of learning objectives: The learning objectives have to be specific and clearly defined. The purpose of education is to achieve the learning objectives, because otherwise all activities (including gamification activities) will seem pointless.
3) Creation of educational content and activities for gamification: The educational content should to be interactive, engaging and rich in multimedia elements.
4) Adding game elements and mechanisms: The key element of gamification is the inclusion of tasks that learners have to perform. The performance of tasks leads to accumulation of points, transition to higher levels, and winning awards.
SOFTWARE TOOLS FOR GAMIFICATION
5.1. Gamification and LMS: Educational institutions use LMS to manage the learning process and offer a variety of electronic courses with learning resources and activities.
5.2. Gamification in Moodle: Moodle is one of the most popular learning platforms that allow teachers to manage online learning.
CONCLUSION
E-learning is suitable for easy and effective integration of gamification. Game techniques and mechanisms can be implemented in the learning process as activities which purpose is to achieve certain learning objectives, increase learners’ motivation to complete them and engage students in a friendly competitive environment with other learners.