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  1. Oct 17, 2024 · Gamification in education refers to the use of game design elements—such as point scoring, leveling up, and rewards—in learning activities. This approach taps into basic human drives like competition, achievement, and recognition, making learning more engaging and motivating. Importantly, gamification is not about turning the classroom into ...

  2. Nov 4, 2022 · A systematic scoping review of serious games used for health promotion with adolescents was conducted to identify serious games, review the methods used to evaluate these games, and outline evidence available to support the efficacy of these games in improving knowledge, beliefs/attitudes and behaviours in the target groups.

    • Lesley Andrew
  3. Feb 1, 2021 · Gamification is a process through which student engagement states can be modified to support the achievement of learning outcomes. The achievement of learning outcomes can be a measurable consequence of the state of student engagement which spans affective, cognitive and behavioural domains.

    • Errol Scott Rivera, Claire Louise Palmer Garden
    • 2021
  4. Jun 1, 2020 · In this study, we find four main reasons why learners enjoy gamification: (a) gamification can foster enthusiasm; (b) gamification can provide feedback on performance; (c) gamification can fulfill learners' needs for recognition; and (d) gamification can promote goal setting.

    • Shurui Bai, Khe Foon Hew, Biyun Huang
    • 2020
  5. Mar 29, 2021 · Go to: Background: Gamified reward systems, such as providing digital badges earned for specific accomplishments, are related to student engagement in educational settings. The purpose of this study was to conduct a meta-analytic review to quantify the effects of gamified interventions on student behavioral change.

    • Jihoon Kim, Darla M Castelli
    • 10.3390/ijerph18073550
    • 2021
    • 2021/04
  6. Jun 1, 2020 · Based on the empirical evidence of recent studies, the success of digital games in education has sought to validate the effects of gamification in support of its potential to improve motivation, engagement and social influence while allowing students’ to immerse in experiential learning (Groening & Binnewies, 2019; Lopez & Tucker, 2019).

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  8. Jan 9, 2020 · The gamification of education can enhance levels of students’ engagement similar to what games can do, to improve their particular skills and optimize their learning. On the other hand, scientific studies have shown adverse outcomes based on the user’s preferences.

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