Article Review 1 Tittle: How Does Gamification Effect The Learning Process? Author: Mathew Lyngh (2017)
Article Review 1 Tittle: How Does Gamification Effect The Learning Process? Author: Mathew Lyngh (2017)
This article tells about the effects of gamification in learning process. In the
context of education, the trend of using game elements in non-game contexts aims at
increasing the engagement and motivation of students, capturing their interest to
continue learning and influencing their classroom behavior.
Not only that, gamification in education may optimize the brain’s processing of
new information. This may be facilitated by the general aspects of gamified lessons,
with the audio-visual presentation, minimized bites of schematized information, short
time lapses, and often repetitive patterns.
In conclusion, we are at a time where both children and adults spend hours at a
time on games. There is evidence that this may have led to changes in the brain
functions. Thus adopting gamification in education to a certain extent may be a
healthy initiative to modernize education to go hand in hand with the new digital era.
Article Review 2
This article tells about how gamification can be applied to education in order to
improve student engagement.
From this article, we get the point that evening out challenge distribution over the
term and making them fairly rewarded might significantly improve student
participation and performance. Students seem to score better with the gamified
version of the course and grade differences between them seem to decrease.
Article Review 3
This article talks about the increasing of student engagement using game
elements. Gamification incorporates game-elements in non-gaming situations to
enhance student engagement and desired behavior.
Nowadays, the education also uses games. The principles inherent to video
games could help learning environments become more engaging and foster student
inquiry, goal setting, and personal achievement. Thus, educational games are
generally relegated to supplemental activities and rewards rather than integrated
experiences to increase engagement and participation.With the rise of gamification
strategies, gaming principles may be more easily integrated into formal education
settings to promote desired behaviors in and outside of classroom contexts.
When students lack prior knowledge to situate new learning experiences, exhibit
high levels of anxiety, or lack motivation, instructors may need to provide more
guidance and scaffolding within student-directed activities. Leveraging games is one
instructional method to scaffold these experiences while retaining elements of
student-directed learning, because games provide immersive environments, rules,
rewards, and feedback mechanisms that can be aligned to learning outcomes.
Author: Siti Nurul Mahfuzah Mohamad, Sazilah Salam & Norasiken Bakar (2017)
There are few things to consider when designing gamification activities for
instructor. First at all, introduce the gamification elements to students before start the
class and provide gamification tool for teaching and learning. Second, create variety
of game design in order to enhance student engagement. Third, aim to incorporate
as many gamification activities as possible either in individual task or team.
Benefits to gamification in education are students will feel ownership over their
learning. There are more fun in the classroom. Learning becomes visible through
progress indicators. The students may uncover intrinsic motivation for learning.
Students can explore different identities through different character and often are
more comfortable in gaming environments.
There are three main ways that gamification can be applied to a learning
environment. These include adapting grades, changing the classroom language, and
modifying the structure of the class. Instead of solely using letter grades, there might
be a ladder of experience points (XP) that the student climbs.
Article Review 6
This article tell gamification in education has always been present with the goal
of boosting motivation and making learning a fun and effective process. In 2010, 47%
of teachers claimed to use online videos in their lessons, a figure that rises to 68% in
2015. The sudden rise of academic interest by teachers in the use of videogames
and game-based learning could mean a new awakening in digital learning.
Games are a great asset when it comes to providing students with multiple ways
of learning. Games are engages which improves retention of learned content by a
90%, thanks to the adventure aspect, which turns learning into an entertaining and
appealing activity for the student. Videogame can help students to relax and improve
their self-confidence improves by a 20% compared to other learning methods. It
improves performance. Game dynamics motivate the student, increasing their
performance and improving skill development by a 20%.
Article Review 7
This article tells about the review available studies on gamification, with an
exclusive focus on learning performance as the key dependent variable. There are
further inclusion and exclusion criteria regarding setting of education, study focus
(empirical), journal access and dependent variables that focus on learning
performance.
The analysis of these article showed how gamification could be linked to a direct
increase in learning performance among students. Nevertheless, some studies also
reflect weaker statistical differences between being involved or not in a gamified
environment. The review analysis results are especially helpful to define a future
agenda for gamification research, addressing the following gaps in the literature.
One of the systematic review of the literature is that to include mediating and
moderating variables to find more empirical research that can prove an indirect effect
of gamification on learning performance. Second, carry out the additional research
that empirically underpins the direct linkage between gamification and learning
performance. Third, include the specific individual gamification elements to be able to
determine explicit differential effects of these elements on learning performance.
Fourth, conduct research in a broader range of knowledge fields to develop empirical
evidence in the context of other knowledge domains next to computer sciences.
Finally, consider involving larger sample and setting up longer experimental
inventions, to avoid novelty effects and risks of lack of generalization.
The main goal of ths article was to explore about gamification with a clear
focus on effects as to academic performance. Overall, adding gamification elements
shows a promising increase in learning performance taking into consideration a more
controlled design in terms of sample, variables, length among others.
Article Review 8
There are also several differences between Gamification and serious game.
Gamification is the use of game metaphors, game elements and ideas in a context
different from that of the games in order to increase motivation and commitment, and
to influence user behavior (Marczewski, 2013). Game inspired design is the use of
ideas and ways of thinking that are inherent in games. Game inspired design does
not express in adding game elements, but rather in using of playful design. Serious
games are games designed for a specific purpose related to training, not just for fun.
Simulations are similar to serious games, but they simulate real-world things and
their purpose is user training in an environment resembling real life. Games include
everything mentioned above and they are designed for entertainment.
In this article also describes how this gamification is used in the learning
process. Teachers need to know the characters of their students as it allows teachers
to identify whether this learning method is effective on their students' academic
performance. Additionally, learning objectives must also be related to the games that
pupils will play. Teachers also need to know the right games method to enable
learning objectives achieved such as using playable games repeatedly, solving, and
having certain difficulty levels to enable students to sharpen their students' thinking
skills.
Article Review 9
There has recently been growing interest in the area of gamification, the
application of game elements to non-game contexts. This concept has been put to
use in several different fields, one such field being education. What is good about
game-informed learning is that when conditions are satisfied, learners can enhance
their intrinsic motivation towards goal achievement. For the purpose of the study, two
types of discussion were utilized: gamification and flipped classroom.
The flipped classroom used technology to access the lecture and other
instructional resources outside the class- room. This paper proposes the flipped
classroom support methods using the Gamification. In order to discuss the pros and
cons of gamification of education, the authors conducted an experiment and
questionnaire using flipped classroom with gamification elements for English as
foreign language education. The results of this study particularly highlighted the
importance of well-de- signed tutorial, task, interface and feedback for the effective
game-based e-learning. It is an inverted version of the traditional learning model.
However, it is still at the early stage in Japan. As a reason for this might be the
lack of good quality electronic learning materials and teaching method. In addition,
according to the drop out white paper, the number of university student is dropout
increases rapidly and it becomes a big problem in recent years. In the background of
such an awareness of the issues, I suggest that instructional design framework.
Article Review 11
This article talks about the gamification in learning. Games provide complex
systems of rules for players to explore through active experimentation and discovery.
For example, the apparently simple mobile game Angry Birds asks players to knock
down towers by launching birds out of a slingshot. In short, players’ desire to beat
each level makes them small-scale experimental physicists.
Video games, if effectively harnessed, are in ideal platform for learning. Unlike
film or television or other linear media even books, games are interactive. They’re
participatory. You lean forward, not back. Games let people step into other shoes,
make decisions, explore the consequences. In games, the player has agency, which
is very, very powerful. Games are participatory. You’re interacting, which is very, very
powerful. Games are adaptive. They’re personalised. You can go at your own pace,
advance at your own pace. They’re scaffolded for folks who go slower. So in many
way, the platform itself is perfectly set up for effective learning.