Wednesday, September 25, 2019

"Using Gamification Approach in the Classroom to Create Engagement and Active Learning'


A novel learning experience that increases student engagement and motivation could be created in a learning environment that incorporates a gamification approach. Gamification has become the most popular topic of the recent years. Although the concept of game is too old, the concept of gamification is a new concept in the field of education. The primary objective of gamification is to make the learning process more attractive to learners. Consequently, the paper sheds lights on various ways of implementing gamification approach in the classroom. It introduces different educational tools, such as Brainscape, Socrative, Mentimeter, PlayBrighter, kahoot and some more, which can help to improve learning engagement through creating an active learning environment, as well as, it can contribute to the development of the 21st century skills. The paper examines the ways to bring games to our classrooms, in order to activate the skills and promote an interactive learning environment. The aim of the research is to determine the students’ awareness of implementing various educational tools in the classroom; hence, it discusses the students’ perceptions on gamification methods in the learning process.

See full article in IRCEELT Conference proceedings book

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