04-001-US The Future of Learning (Part 1)
How does gamification impact learner outcomes and engagement?
What are the challenges and barriers to implementing gamification in education?
Some detailed findings of the study: most studies used quantitative research methods (e.g., questionnaires, tests, and statistical analyses), but some used qualitative or mixed-methods approaches. The most commonly studied gamification elements were points (in 80.7% of studies), badges (74.7%), leaderboards (72.3%), progress indicators (50.6%), and avatars (39.8%). Learning goals supported by gamification included cognitive (e.g., knowledge acquisition, problem solving), affective (e.g., motivation, satisfaction), and social (e.g., collaboration, communication) goals. The majority of the studies analyzed reported positive effects of gamification on learning outcomes and learner engagement. However, some studies pointed out that gamification does not always lead to better learning outcomes and that the effectiveness of gamification depends on various factors, such as the design of the gamification elements, the context, and the individual preferences of the learners. The study provides valuable insights into the current state of research on gamification in education and shows that gamification has the potential to improve learning outcomes and learner engagement. At the same time, it draws attention to the challenges that must be overcome when implementing gamification in education. _______________ "Gamification in education: A systematic mapping study." Authors: Thavavel Velayutham, Angelina Patrick Olesen, Michael May, and Paul Buitelaar. Published in: Educational Technology & Society, Vol. 22(3), 2019, pp. 1-14.
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