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Gamification and Learning in Education: Theories, Models, and Applications a New Digital Strategy of Learning and Acquisition

Capture d’écran 2024-07-22 005627
Innovation & TechnologyEducation

Gamification and Learning in Education: Theories, Models, and Applications a New Digital Strategy of Learning and Acquisition

This paper explores gamification-based learning by presenting prominent theories, applied models, and supportive applications that facilitate learning and knowledge acquisition. It aims to illustrate the educational and cognitive impacts of gamification, such as enhancing motivation, driving engagement, and capturing learners’ attention. This is achieved by presenting and analyzing literature related to gamification-based learning, including concepts, theories, and practical models.
To address the research questions, we utilized the five-step learning model based on the gamification strategy by Soman and Huang (2013). This model asserts that the success of gamified learning depends on understanding the characteristics of the sample and target groups, comprehending the context in which the educational program is applied, and defining clear, observable, and measurable objectives. Additionally, it emphasizes the organization of a learning experience that captures the interests and attention of learners.

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