The idea of using games for learning is not new to pedagogy; however, the technological aspect of video games is (Barber, 2021). Gamification engages players with elements like points, badges, leaderboards, and challenges. Using this type of incentive in a learning environment could engage and motivate learners to participate. Gamified learning helps enhance retention by reinforcing knowledge and recall. Learners are safe to fail and try again in a gaming environment versus in real life, where making a mistake can cause consequences. Risk-taking is encouraged with games and you can collect data, which is valuable to meeting the students' needs. Gamification can transform a traditional learning environment into a dynamic and enjoyable experience. The success of gamification is dependent on the user experience, therefore, there is a focus on the design of game elements to be optimized (Nivedhitha & Manzoor, 2020). 
Take a look at the game above and see if you can BREAKOUT of the EXPOSURE TRIANGLE...
References:
Barber, C. S. (2021). When students are players: toward a theory of student-centric edu- gamification systems. Journal of Information Systems Education, 32(1), 53–64.
Nivedhitha, K. S., & Manzoor, A. K. S. (2020). Gamification inducing creative ideation: a parallel mediation model. Behaviour & Information Technology, 39(9), 970–994.
:

Back to Top