- Creates optimism: gamification provides a sense of achievement or hope of success.
- Increases user satisfaction: continuous visualization of progress offers immediate feedback and positive feelings towards individual performance.
- Facilitates social interaction: cooperation, competition, and a sense of community amongst peers.
- Enables problem solving: provides opportunity to go beyond one’s personal possibilities.
- Supports the learning process: decomposes tasks into various sub tasks and milestones which allows for users to persevere through trial and error until a problem has been solved and a particular skill level has been reached.
- Boosts enthusiasm: Generates an interest in subjects that students may have struggled with in the past.
- Lessens disruptive behaviour: highly engaged students mean less disruptions!
- Increases cognitive growth: benefits students cognitively in various ways.
- Improves attention span for future learning.
References:
Bruder, P. (2015). GAME ON: Gamification in the classroom. Education Digest, 80(7), 56-60.
Harman, K. Koohang, A., & Paliszkiewicz, J.(2014). Scholarly interest in gamification: a citation network analysis. Industr Mngmnt & Data Systems, 114(9), 1438-1452.
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