The Future of Education

Edition 15

Accepted Abstracts

Gamification in Non-formal Adult Education

Cinzia Maria Rosaria Perniola, FNISM - Federazione Nazionale Italiana Insegnanti (Italy)

Abstract

Since ancient times, games and simulations have represented key elements in defining the most suited models and methodologies to make the learning process effective and efficient. Certainly, as students grow older, play activities could lose the typical joy and lightheartedness of children's games, but little change in terms of their ability to create an immersive, emotional and motivating environment. Gamification, which is the integration of game design elements in non-game contexts, has emerged as a powerful tool in education, enhancing engagement, motivation and learning outcomes. It taps into intrinsic motivation, fostering a sense of achievement and progression, through elements, such as points, badges, leaderboards and challenges. This paper explores the application of gamification in non formal adult education, examining its benefits, challenges, and the ways it can be tailored to meet the diverse needs of adult learners. Key considerations include the impact on learner autonomy, the role of social interaction, and the potential for fostering lifelong learning habits. Through a review of existing literature and case studies, this work highlights how gamified learning environments can support skill development and improve retention. In adult education (e.g. CPIA- Centri Provinciali per l’istruzione degli Adulti), where learners are often people with fewer opportunities or low skilled, gamification offers a flexible and compelling approach to learning, overcoming social, cultural, geographical and language barriers. Games usually provide immediate feedback, which is a crucial component in learning, incorporate teamwork, and foster a sense of community, even among people with diverse backgrounds, experiences or origins (Neets, migrants). Gamification can be adapted to various learning paces and impaired people. The paper also stresses the importance to train competent teachers because serious games need to be carefully designed to match the learners’ educational goals.
The future of education is seeing a significant shift towards adult education, especially with the ageing society, the rapid changes in technology and workforce.

Keywords: Gamification, serious games, game-based-learning environment, non formal education

REFERENCES

[1] … Ceriani, A. (2014). Gamification: Simulazioni per Crescere nella Complessità. KKIEN Publ. Int..
[2] …M. Černikovaite (2023) Gamification Methods for Adult Learning, ICERI2023 Proceedings, pp. 8261-8269.

 

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