The Advantages of Gamification and Game-Based Learning and their Benefits in the Development of Education

被引:9
|
作者
Nistor, Gabriel Calin [1 ]
Iacob, Adrian [1 ]
机构
[1] Police Acad Alexandru Ioan Cuza, Aleea Privighetorilor St 1A, Bucharest, Romania
来源
ELEARNING CHALLENGES AND NEW HORIZONS, VOL 1 | 2018年
关键词
gamification; learning; innovation; m-learning;
D O I
10.12753/2066-026X-18-042
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
In the United States, gamification is used in education for more than 10 years. Gamification is a procedure that employs certain game specific elements in different fields like education, health, sport or human resources. This process is known as "Human-Focused Design", as opposed to "Function-Focused Design." It's a design process that optimizes for human motivation in a system, as opposed to pure efficiency. Most systems are "function-focused", designed to get the job done quickly. This is like a factory that assumes its workers will do their jobs because they are required to. However, Human-Focused Design remembers that people in a system have feelings, insecurities, and reasons why they want or do not want to do certain things, and therefore optimizes for their feelings, motivations, and engagement. Since games have spent decades learning how to master motivation and engagement, we are now learning from games, and that is why we call it Gamification. Take for example Duolingo, a massive online collaboration which combines a free language-learning website with a paid crowdsourced text translation platform. The service is designed so that students can learn a given language online, while helping to translate websites and documents. The traditional motivational methods are less and less efficient and thus the companies are forced towards more attractive and innovative methods, fit for the psychological profile of the current generation, a generation raised and schooled in close connection with the technological progress. European Union started to show interest for these aspects, as proven by the Game-Based Learning and Gamification training course that was organized in Spain by the means of a European Commission project.
引用
收藏
页码:308 / 312
页数:5
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