week 11 post 3: applications of gamification in online learning
I learned from this source that there are 3 applications of gamification to online learning. The first one is building digital spaces for training soft skills. Second, customized real time feedback because the entire process of playing a video game is in response to real-time feedback based on someone's behavior, so the use of analytics and tips for improvement is a natural fit to the learning environment. And lastly unlocking content through participation and completion. This allows learners to progress in a self-directed way, accelerating through the material that is easiest for their learning styles and providing reinforcement and review for lessons and topics where the student's performance needs to improve.
I also learned that a variety of theories go into the process of gamification. Before I thought it was mostly based on the integration of psychology and technology. I also learned they must all be used for game fiction to be effective. Many factors go into making Gamification in education effective. A question I have is, are there any other factors necessary to make gamification effective and efficient?
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