Gamification
Gamification is a #GameBasedLearning
process where students discover different topics through playing games in
non-game contexts. Gamification is gaining attention for a few years now even
when it was present for a long time. It is considered to be useful in engaging
students and maintaining their attendance. Gamification is controversial too
because it can be exploitative and can appear oversimplified. In simple words,
gamification is inspired by digital games that give students a scope to make
mistakes without facing any penalties. Gamification expands over different
aspects of games and it creates an interesting approach for the students to
learn from. Gamification is learning a lesson through playing games and mainly
these games are focused on raising awareness on social and lifestyle issues (Hung, 2017).
#LearningbyGames means involving students in making these games and by
that learning about complex issues and finding solutions. Gamification is a
success in the field of marketing and business but it has its drawbacks in
criticism such as exploitation and oversimplifying a subject to the students. Through
gamification, students can do their assignments again for re-scoring just like
in gaming (Sailer, M. and Sailer, M., 2021). If we point out the favours of
gamification, we can say, gamification creates a #SenseOfCooperation or competition among students which is
important for their growth. Students can compete for resources, levels,
certificates, or acknowledgments by letting them compare with other students
through games. It provides instant feedback or results which make the students
understand their grasp on a subject more clearly (Basten, 2017).
On the other hand, many have problems with the word
'Gamification,' itself. Some say the fast and instant results of learning
through games make students impatient. They learn to expect reactions from
every education they get when education's purpose is not that. Gamification is
costly. No matter what system one is using, it costs more than a normal
learning system. Sometimes the students have to pay these costs as assigned by
their institution in the name of different types of fees. There is an added
question if the students will be able to carry on the learning in their home
because #GamingSystems are not
always available for everyone. In this writing, it was shown how some are in
favour of gamification and some are against it. Even though gamification is
present for years now, it is gaining popularity nowadays. The industry is
growing tenfold in these last few years. Both pros and cons are important for
one to go through before choosing gamification as a learning process. If one is
interested in learning through gaming and teaching through instant results,
then gamification is surely a way for it.


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