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Position Paper: Gamification in the Learning Process
Author(s) -
Eman Ahmd Najjar,
Reham Salhab
Publication year - 2022
Publication title -
international journal of online and biomedical engineering
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.184
H-Index - 8
ISSN - 2626-8493
DOI - 10.3991/ijoe.v18i01.26609
Subject(s) - experiential learning , curiosity , feeling , process (computing) , subject (documents) , psychology , computer science , position paper , cognition , mathematics education , knowledge management , social psychology , world wide web , neuroscience , operating system
Recently, learning environments have transformed from traditional, lecture-based learning environments to team-based, experiential and problem based learning to prepare learners for a more complex and collaborative world. One teaching approach that embodies these essential characteristics of learning is gamification. Gamification is the application of gamified thinking and game mechanics to solve problems and increase engagement (Çeker & Özdam, 2017). Gamification is characterized by its ability to achieve cognitive, emotional, and behavioural effects by giving students opportunities to improve their critical thinking skills, arouse their feelings of curiosity, and increase active participation, respectively. However, giving consideration to gamification as an approach for education and learning is still a controversial subject. It is our position of this paper that as educators, we believe that gamification engages learners, motivates them to learn, satisfy their needs, and transfers knowledge by fun tasks

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