Gamification in education

Gamification is a concept that uses techniques and elements to motivate learning through healthy competition. Also known as gamification, gamification in casinos, education and businesses is widely used. Of course, in each area it is adapted to meet various objectives. In education, in particular, it is used to promote learning, improve self-esteem and generate a feeling of personal achievement.

How is it used in education?

Ludification is used in the creation and development of something, in the search for solutions, in the simulation that allows to identify how students solve certain problems and in the investigation and documentation of some problem. In education, it is often not enough to present theoretical content for learning to take place, so gamification has been adapted to educational applications to allow students to become interested in and assimilate the content of a lesson through play.gamification in education allows students to see failure as an opportunity to start over and, in this sense, is used as a stimulus to try again. The main advantages of gamification in the classroom is that students find the motivation to acquire knowledge by applying practice to theoretical notions. Furthermore, they do so in an environment of autonomy where they are able to make their own decisions.

This increases their interest in participating in the lessons and, thanks to the availability of resources, they have many ways of doing so.

Applications that make use of gamificationIn order to

make learning possible in the educational field, many developers have created applications that make it possible to adapt their content to the lessons. Brainscape, for example, allows the creation of educational cards that help to memorize the content and make it possible to learn quickly. Available for all mobile devices, it also allows the sharing of digital cards to continue learning from what others have created.

Cerebriti is another application that makes use of games to generate learning. Created by the students themselves or other users, students will find hundreds of themes for all ages that allow them to learn through play. This type of application enables the development of skills and, without realizing it, students will incorporate various tools that will allow them to solve problems in the future. Pear Deck makes use of two-way learning and allows students to follow the lesson on their mobile devices and receive interactive content such as questions, images and videos.

The interactive classes keep the students' interest and encourage the application of the theoretical content. Gammatization is a trend that is gradually being applied in all areas of life where learning can be generated. Providing tools to acquire knowledge through play is a good way to keep students interested and to give them the necessary autonomy to solve problems. Being able to fail and start again will make them want to learn more.

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