Areas of Learning and Experience. 5
Gamification- How can gamification and the use of computer games be used to enhance learning in the classroom? Gamification is described as the use of game like features and elements into non-game contexts often to motivate participants e.g education. Gamification brings what makes games enjoyable into other areas of life. (Al-Awazi, 2016:132, Oxford Analytica, 2016:3). In most video games, when tackling a problem or completing a quest, you advance to the next level, which is harder than the last, this can be applied to education particularly well. If a task in the classroom is too easy, the learner will get bored; if it is too hard the learner may get overwhelmed and give up. (Oxford Analytica, 2016:4). Video games often use visual symbols or the use of systems such as 'levelling up'. This visualises progression and means the player/learner isn't only focused on one task; which could lead to lack of interest after a while, also distracts from the ultimate goal which ...