Term-Paper - TUNGA IRISH
Term-Paper - TUNGA IRISH
A written report submitted to the faculty of One Cainta College in partial fulfillment of the
subject EDUC 112 Technology Research 1: Methods of Research
Submitted by:
2020-10906
Submitted to:
SEPTEMBER 2024
In the past few years, education sector has slowly adapted the new learning which
people learn through the use of technology. Due to the sudden pandemic that happens
way back 2020, many institutions incorporate education with technology so they can still
offer flexible learning. With technology playing an important role, online classes have
become the primary mode of teaching and learning. The integration of education and
that, the educational sectors have witnessed an important shift through innovative way
methods, gamification appears as one of the important tools utilizing game design
badges, leaderboards and challenges to a regular learning activity. This strategy aims to
make classroom learning experience more exciting and engaging, keeping students
The concept of gamification started in the idea that game-based strategies can
use into valuable motivators such as curiosity, achievement, and social interaction. By
integrating these elements into the classroom, educators can make a learning
environment that not only makes education more enjoyable but also makes a student
engage to take an active role in their own learning journey. Research has shown that
and enhanced problem-solving skills. Furthermore, the use of game elements can help
to address wide learning styles and needs, providing a more inclusive and adaptable
educational experience.
BACKGROUND
The concept of gamification has its roots in the broader field of game design and
psychology, where the motivational power of games has long been recognized. Games
have an inherent ability to captivate players, maintaining their interest and engagement
dynamics, educational theorists and practitioners began exploring how these same
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Historically, traditional education methods have often relied heavily on passive learning,
where students are expected to absorb information through lectures and rote
memorization. This approach has faced criticism for its lack of engagement and failure
emerged as a promising strategy in this context, offering a way to make learning more
The rise of digital technology has further accelerated the adoption of gamification in
games and gamified learning platforms have become more accessible and prevalent.
These digital tools provide educators with a variety of resources to incorporate game
elements into their teaching. For instance, platforms like Kahoot!, Classcraft, and
Duolingo use points, levels, and rewards to engage students and reinforce learning.
Hamari, Koivisto, and Sarsa (2014) found that gamification increases students'
rewarding. Another study by Dicheva et al. (2015) highlighted that gamification can
Despite its potential, gamification also presents challenges. Critics argue that
overemphasis on extrinsic rewards, such as points and badges, can undermine intrinsic
careful planning and a deep understanding of both game mechanics and educational
objectives. There is also the challenge of ensuring that gamification is inclusive and
accessible to all students, regardless of their individual learning needs and preferences.
This paper aims to delve into these aspects, exploring how educators can effectively
and engagement. By examining both the benefits and challenges of gamified learning,
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this research seeks to provide a comprehensive understanding of its potential to
transform education.
CONTENT/DISCUSSION
CONCLUSION
ANALYSIS
REFERENCES
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