“Gamification in Education: The Fun of Learning”

Summary: This article provides an overview of gamification and its potential applications in education. The article defines gamification as the use of game elements and mechanics in non-game contexts to promote engagement and motivation and lists some of the game elements that can be used, such as points, badges, levels, and leaderboards. The author suggests that gamification can be applied to a range of educational activities, from quizzes and assessments to collaborative learning and project-based work. Additionally, the article notes that gamification should be used in conjunction with sound pedagogical principles and aligned with learning objectives.

Source: Houghton Miffline Harcourt

Date: January 28, 2022

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