I chose gamification because not only do I love video games, I want to be able to incorporate it into future lessons and see how it helps in our lives. Not everyone learns the same and I want to make sure I can offer all forms of learning to my future students.
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•Can help with cognitive development in children.
•Engagement in classrooms increases.
•Can give exercise to those not physically able.
•Caters to different learning styles.
•It isn’t just limited to the classroom.
•Challenges us every day to be better.
•Motivation – making tasks more fun at home and school.
•Goal setting – define clear goals and track progress in achieving them.
•Learning and development – make learning interactive, engaging, and enjoyable.
•Well-being – positive behaviors, learning new skills, and a sense of community and social connection.
•Collaboration – shared goals encourage individuals to work together and gain knowledge.
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•Increased motivation
•Enhanced engagement
•Collaboration and teamwork
•Critical thinking and problem solving
•Personalized learning
•Decreased motivation
• Dependency on the game elements
•Negative impact on creativity and problem-solving
•Stress
•Lack of strategic connection
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•Distraction from other priorities.
•Addictive.
•Unwanted competition between students and people.
•Lowers attention span.
Global gamification market is expected to reach $48.72 billion by 2029.
Gamification has been adapted to everything.
•School
•Work
•Everyday life
Picking this topic has helped me understand the idea of introducing any kind of games into my lessons for my students. I want to treat them more as a reward than a daily thing for my students. I also did not know that workplaces were using gamification for their employees in training. It was fun and interesting learning about gamification.