Gamification techniques can be used in teaching and learning processes by 2030. Gamification involves incorporating game elements and design into educational activities to motivate and engage students. It uses social, cognitive, and emotional elements and can be introduced, implemented, and evaluated through various techniques. While gamification may increase student engagement and motivation, it also risks becoming too game-like and losing educational value if not implemented properly.
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Teaching Using Gemification in 2030
Gamification techniques can be used in teaching and learning processes by 2030. Gamification involves incorporating game elements and design into educational activities to motivate and engage students. It uses social, cognitive, and emotional elements and can be introduced, implemented, and evaluated through various techniques. While gamification may increase student engagement and motivation, it also risks becoming too game-like and losing educational value if not implemented properly.
Scott G. Paris, Linda R. Ayres - Becoming Reflective Students and Teachers With Portfolios and Authentic Assessment (Psychology in the Classroom _ a Series on Applied Educational Psy) (1994, American Psychological A