Open Access
Gamification as an Effective Learning Tool to Increase Learner Motivation and Engagement
Publication year - 2021
Publication title -
international journal of advanced trends in computer science and engineering
Language(s) - English
Resource type - Journals
ISSN - 2278-3091
DOI - 10.30534/ijatcse/2021/111052021
Subject(s) - popularity , session (web analytics) , psychology , process (computing) , student engagement , employee engagement , educational game , field (mathematics) , knowledge management , intervention (counseling) , empirical research , pedagogy , mathematics education , computer science , social psychology , public relations , political science , philosophy , mathematics , epistemology , psychiatry , world wide web , pure mathematics , operating system
In this paper, we reflect on the implementation of a gamified application for helping employee learn important facts about their training program for level up capability. Gamification of education is a developing approach for increasing learners’ motivation and engagement by incorporating game design elements in educational environments. With the growing popularity of gamification and yet mixed success of its application in educational contexts, the current review is aiming to shed a more realistic light on the research in this field by focusing on empirical evidence rather than on potentialities, beliefs or preferences. Gamification can be used on all the types of education. Be it student or to the employee training. There are no boundaries how the gamification in education can be made. Gamification the educational process can be a real challenge because in the making of the process one must have a balance between the fun in the game session but also got the knowledge from the study that is intended. The game cannot be more addicted than educating the student that use the feature. But the game cannot to be boring either and make the student and employee more reluctant to study.There is a direct link between increased motivation and higher levels of engagement when the gamification intervention is introduced. This is a application review on gamification motivation and engagement learner.