Gamification in Learning

Many consider that gamification in learning is a recent trend, a new approach to learning. But there are a lot of examples of gamified learning from the mid-1980s. Some studies conclude that  gamification in learning might help students to better gain knowledge and understand learning process in general; it can be an effective tool for instructional designers, teachers, trainers, and facilitators. Other studies argue that gamification can bring negative outcomes and it can also be called a useless distraction, pointsification, or mandatory fun. Willis and Mitchell (2014) explain that gamification plays a powerful role in learning process. I consider that gamification in learning can make a powerful positive impact on the individual’s learning, motivation, and desire to achieve better results. Gamification in learning may help students to practice critical thinking, create unique ideas and approaches to certain subject or theme, analyze and explore environment in appropriate manner. In any case, technology is crucially important to modern learning; I consider gamification is a powerful tool in education for strengthening brain activity, “catalyzing attention, focus and investment” (Arnold, 2014). Studies show that gamification helps people to find solutions to real-life situations and issues, to develop a set of valuable skills and abilities, practice attention, focus and ability to forecast and analyze. Thus, evidence shows that gamification can be applied to associate fun with learning; a person is engaged in playing game and as a result the players receive knowledge, skills, and abilities. In other words, “the student is hooked by the idea of the game, pulled forward by curiosity to learn more or win, and ends up enjoying the experience, becoming engaged in the idea or activity and opening themselves up to the possibility of learning” (Arnold, 2014). I support gamification in learning as this powerful tool can help people to discover their inner potential, develop motivation and curiosity to solve and analyze issues, encourage focus, exploration, and attention, etc.

References:

Arnold, Brian (2014). Gamification in Education.

Willis, J., & Mitchell, G. (2014). The neuroscience of learning: Principles and applications for educators. San Diego, CA: Bridgepoint Education.  

The terms offer and acceptance. (2016, May 17). Retrieved from

[Accessed: March 28, 2024]

"The terms offer and acceptance." freeessays.club, 17 May 2016.

[Accessed: March 28, 2024]

freeessays.club (2016) The terms offer and acceptance [Online].
Available at:

[Accessed: March 28, 2024]

"The terms offer and acceptance." freeessays.club, 17 May 2016

[Accessed: March 28, 2024]

"The terms offer and acceptance." freeessays.club, 17 May 2016

[Accessed: March 28, 2024]

"The terms offer and acceptance." freeessays.club, 17 May 2016

[Accessed: March 28, 2024]

"The terms offer and acceptance." freeessays.club, 17 May 2016

[Accessed: March 28, 2024]
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