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Term-Paper - TUNGA IRISH

The document discusses the integration of technology in education, particularly through gamification, which enhances student engagement and motivation by incorporating game design elements into learning activities. It highlights the historical shift from traditional passive learning methods to more interactive approaches, supported by research showing improved retention and participation. The paper also addresses the challenges of gamification, including the risk of undermining intrinsic motivation and the need for careful design to ensure inclusivity.

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0% found this document useful (0 votes)
14 views4 pages

Term-Paper - TUNGA IRISH

The document discusses the integration of technology in education, particularly through gamification, which enhances student engagement and motivation by incorporating game design elements into learning activities. It highlights the historical shift from traditional passive learning methods to more interactive approaches, supported by research showing improved retention and participation. The paper also addresses the challenges of gamification, including the risk of undermining intrinsic motivation and the need for careful design to ensure inclusivity.

Uploaded by

irishruthtunga12
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Republic of the Philippines

ONE CAINTA COLLEGE


Cainta, Rizal

“Other Statistical Tools in Research”

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:

Irish Ruth P. Tunga

2020-10906

Submitted to:

Mr. Jan Michael Santiago

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

technology continuously enhancing the overall teaching and learning experience. By

that, the educational sectors have witnessed an important shift through innovative way

of teaching that aimed in enhancing student engagement and motivation. In many

methods, gamification appears as one of the important tools utilizing game design

principles and mechanics to develop a more dynamic and interactive learning

environment. Gamification in education involves adding game features like points,

badges, leaderboards and challenges to a regular learning activity. This strategy aims to

make classroom learning experience more exciting and engaging, keeping students

interested and more committed on their studies.

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

gamified learning can lead to improved retention of information, increased participation,

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

through challenges, rewards, and a sense of progression. Recognizing these powerful

dynamics, educational theorists and practitioners began exploring how these same

principles could be applied to learning environments to enhance educational outcomes.

PAGE \* MERGEFORMAT 1
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

to cater to different learning styles. In response, educators have increasingly sought to

incorporate more interactive and student-centered teaching methods. Gamification

emerged as a promising strategy in this context, offering a way to make learning more

interactive and enjoyable.

The rise of digital technology has further accelerated the adoption of gamification in

education. With the proliferation of computers, tablets, and smartphones, educational

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.

Academic research supports the efficacy of gamification in education. Studies have

demonstrated that gamified learning can improve student motivation, enhance

engagement, and lead to better academic performance. For example, a study by

Hamari, Koivisto, and Sarsa (2014) found that gamification increases students'

motivation and engagement by making learning activities more enjoyable and

rewarding. Another study by Dicheva et al. (2015) highlighted that gamification can

positively impact student achievement and participation.

Despite its potential, gamification also presents challenges. Critics argue that

overemphasis on extrinsic rewards, such as points and badges, can undermine intrinsic

motivation. Additionally, designing effective gamified learning experiences requires

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

incorporate gamification into their teaching practices to maximize student motivation

and engagement. By examining both the benefits and challenges of gamified learning,

PAGE \* MERGEFORMAT 1
this research seeks to provide a comprehensive understanding of its potential to

transform education.

CONTENT/DISCUSSION

CONCLUSION

ANALYSIS

REFERENCES

PAGE \* MERGEFORMAT 1

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