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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