The gamification of learning is an educational technology approach that seeks to motivate students by applying video game design and game elements to learning environments, aiming to boost engagement by capturing learners' attention and sustaining their participation. It takes two main forms: serious games, where educational objectives are built directly into gameplay so students learn through immersive interactive experience, and structural gamification, which layers game-like features such as points, badges, leaderboards and avatars onto an otherwise unchanged classroom activity. Structural gamification can raise classroom participation and motivation, but it does not by itself guarantee improved academic outcomes unless the game elements are meaningfully aligned with the intended learning goals. It is distinguished from game-based learning, in which students learn by designing, creating or playing games themselves rather than encountering game elements layered onto ordinary coursework.
Facts
Core ClaimThe gamification of learning applies video game design and game elements to learning environments in order to motivate students by boosting engagement and sustaining their participation. 1 Connections
Associated With
Source Novelty effect (Wikipedia)
Sources
1. Wikipedia: Gamification of learning
Wikimedia FoundationLead paragraph, first sentenceQuote, Lead paragraph, first sentence
The gamification of learning is an educational technology approach that seeks to motivate students by using video game design and game elements in learning environments.
View the Source Novelty effect (Wikipedia)
Associated With: Novelty Effect, In learning section, gamification paragraphQuote, Associated With: Novelty Effect, In learning section, gamification paragraph
The novelty effect is also observed in gamified learning environments.
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