Gamification

Does gamification assist primary school children learning?

Reading time: 3 minutes

The use of game mechanics in settings that are not intended for gaming is called gamification. It is done to improve the user experience. It is not a simple effort to create a learning environment that encourages creative thinking. Teachers often adhere to more conventional methods during language instruction, such as the chalk-and-talk method. Lessons conducted using pen and paper are less appealing to primary school children of the 21st century, who would rather participate in activities that are more like games. Because of this, the use of gamification in the classroom would immediately result in passion and interest, leading to the learners’ eagerness to study.

What is gamification?

The use of game-design components and game-play principles in settings unrelated to gaming is what is meant to be understood as “gamification.” For instance, the acquisition of virtual “points” or some other form of currency, as well as the completion of a series of tasks or activities to advance to the next level, are both elements that can be used in contexts other than gaming to provide a learning environment that is both enjoyable and stimulating.

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The difference between game-based learning and gamification

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How can we identify the ways in which game-based learning and gamification differ and the ways in which they share commonalities?

It seems for many in education, these two terms are frequently mixed up and used interchangeably. Let’s clearly define what each are, and how they can play an important role in the classrooms of today.

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What is Game-based learning (GBL)?

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Make no mistake – the game-based learning (GBL) market is doing a roaring trade. Global revenues hit $2.6 billion this year, reports the Serious Play Conference, and are expected to reach a mind-boggling $7.3 billion by 2021. Key consumers are today’s schoolchildren; the first true generation of digital natives.

Do you know your GBL from your gamification, and how to get up to speed with the latest developments?

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Game-based learning

Reading time: 3 minutes

How can the use of digital games in the classroom support children and young people’s learning?

As increasing numbers of 8-18-year-olds participate in gaming, so has interest in the identification and harnessing of its potential to support learning in schools. EDLounge takes a look at the key findings.

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