The Future of Education

Edition 14

Accepted Abstracts

Let’sPlay - The Gamification Method in Education

Teodora Gechkova, University of National and World Economy (Bulgaria)

Anna-Maria Markova, University of National and World Economy (Bulgaria)

Abstract

The youngsters of the nowadays society are digital natives because they have grown up with the technological revolution. This is the reason why modern teachers should solve basic questions concerning the adaptation of learning processes for the various learning styles and new requirements of the students. Gamification is an educational approach which motivates and engages learners more and more with every following class. The main goal of this research is to investigate and afterwards present the nature and the benefits of the gamification technique and give suggestions on how this method can be implemented in the future of Education. Gamification is not only a modern concept and a fast fading trend.It is used for a significant time period in the marketing strategies of many companies such as Nike, Starbucks etc and it has been a motivational technique for the American Scouts. There are many good definitions  for Gamification and here we will look through some of them : For instance, according  to Kapp gamification is “using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems.” (Kapp, 2012). But for such an technique grasping the wide range of possibilities a single definition is simply not enough.In order to give our working definition for gamification we can suggest the following - Gamification is a method which enables the teachers to integrate game elements and thinking in the learning activities and processes. There some how and why ‘ s questions that the future course on educational innovations  such as the gamification method shall meet and answer. The teachers should invest time and effort to get to know very well the platforms which allow them to use Gamification such as Moodle, Socrative, Kahoot!, FlipQuiz, Duolingo, Ribbon Hero, ClassDojo and Goalbook. In addition, one of the basic and most fundamental methods as N.A.O.M.I.E and M.A.G.I  and they will be introduced to the learners and hopefully they will become friends at the school of the future. Commitment, motivation and focus are only a few of the numerous rewards of playing and learning with Gamification. We have to put a lot of work and research on implementing Gamification in nowadays learning processes, creating the right software and develop the students natural inclination in participation in learning processes with competitive base. The teachers also should have in mind that they shall stay in the middle because balance is gold / too easy or too difficult questions in the game tool might be not appealing or simply become demotivating / and never forget to learn from the youngsters. So, let’s play and win!

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