Achievement Unlocked. Unveiling the Potential of Gamified Education.

Aktivitet: Tale eller præsentation - typerForedrag og mundtlige bidrag

Lars Konzack - Andet

The concept of educational gamification involves strategically integrating game elements into non-game environments, particularly educational settings, to enhance student motivation, engagement, and skill development. By incorporating features like scores, badges, leaderboards, levels, and challenges, educators aim to transform learning experiences into interactive and rewarding journeys that resonate with digital-native learners. Through effective feedback mechanisms and clear progression pathways, gamified frameworks encourage students to set and achieve goals, track their progress, and celebrate their achievements, fostering a sense of competency, autonomy, and proficiency. Additionally, by incorporating collaborative elements such as group challenges, cooperative quests, and peer interactions, gamified classrooms promote a sense of community and camaraderie, facilitating learning not only from teachers but also from peers in a dynamic and interactive manner. Despite its potential benefits, integrating gamification into classrooms poses challenges, requiring educators to carefully align game elements with academic content to ensure educational objectives remain central and meaningful. Moreover, educators must be vigilant in monitoring potential negative consequences, such as encouraging undesirable behavior or prioritizing gaming mechanics over genuine learning efforts, by ensuring a well-coordinated integration of gamified elements with educational goals and providing clear explanations of outcomes. In the context of Computer-Supported Collaborative Learning (CSCL) principles, the implementation of gamification is particularly focused on enhancing group work, experiments, and problem-oriented learning (PBL). Gamification in group work contexts aims to promote collaboration and increase participant engagement through rewards and competitiveness, while in experimental settings, it helps maintain participant motivation while altering variables systematically, thus improving the reliability of collected data. Furthermore, within Problem-Based Learning (PBL), gamification provides a dynamic framework by integrating interactive elements into scenarios to simulate real-world challenges.






27 apr. 2024

Begivenhed (Konference)

TitelScience Mashup 2024
Dato27/04/202427/04/2024
Hjemmeside
Afholdelsessted Hochschule für Technik, Wirtschaft und Kultur
ByLeipzig
Land/OmrådeTyskland
Grad af anerkendelseInternational begivenhed

    Forskningsområder

  • gamification, computerspil

ID: 390058102