Gamification in Learning: Useful or Harmful?

gamification in learning

Gamification has taken the world by storm. Even corporations are using gaming elements in employee training to increase productivity.

One of the significant objectives of gamification is to clear concepts innovatively and engagingly.  Previously students used to take help from textbook solution manuals to guide them. 

Some recent statistics prove the craze of gamification:

·   90% of personnel say gamification makes them more productive at work.

·   67% of students agree that gamified learning is both more engaging and exciting than traditional classes

·   The global game-based products and services market is predicted to grow at a compound annual growth rate of 12.9% between now and 2025.

·   On average, employees experience a 60% engagement increase with a gamified work practice.

What problems does gamification solve? 

Gamification makes activities and tasks engaging. Gamification efforts help students enjoy the gamified reward system that surrounds the task, making it seem less unpleasant to achieve.

Is it possible to involve students in gamification for learning?

The gamification of learning is an educational approach that inspires students by using video game design and game elements in education. The aim is to boost enjoyment and engagement by taking students’ interest and motivating them to continue learning.

The gamification theory in education is that students grasp concepts easily while having fun. Not only this-they also acquire best when they have aims to reach for, of course in a way the pupil still perceives delight.

Gamification is bringing game-based elements and adding them to other events within the classroom. Some examples of game elements that can be used to involve and inspire learners include:

·   Narrative

·   Social connection

·   Player control

·   Immediate feedback

·   Scaffolding objective

A classroom that comprises some or all of these elements can be considered a gamified classroom.

The best blend is the ones that create sustained engagement, consider the distinctive needs of the learner, and do more than just use points and levels to inspire players.

Let us now learn whether gamification in learning is helpful or harmful.

Helpful Nature of Gamification in learning

·   Improves knowledge absorption and retention

Students grow and exercise problem-solving strategies across diverse levels of play or contexts.

·   Promotes cooperation, teamwork, communities of learners, and practice

Gamification nurtures collaboration and a community of learning. It permits players to connect and share problem-solving plans.

·   Provide Immediate feedback

With instant feedback on gameplay and even tying it to the game’s result, learners can observe their progress throughout the game.

·   Increases student engagement

Students, at times, face difficulty in assignments. These textbook solutions come to their aid. After the introduction of gamification, the engagement of students increased.  

Video games intrigue children and get them hooked. When game-based elements are applied to learning material, it is natural that students will be drawn to it.

Harmful Nature of Gamification 

·   High cost of development

Students require access to computers and the internet. Some might not be able to afford it.  

·   Distract learners from learning objective

Teachers sometimes fail to apply gaming to support curriculum and wisdom efficiently.  

·   Leads to gameplay addiction

Students manage time poorly as they are firm to pass a particular level in an online game.

·   It does not meet the learning needs of every student

Students who face difficulty in reading or are English language learners may not be able to read and follow directions.

Conclusion

Gamification is a new initiative in the field of learning and education.  Here we have presented some helpful and harmful effects of gamification in the learning field. It completely depends on the tutors and educators how they involve the element of gamification in learning. A moderate use never hurts anybody.

Gamification is a win-win for both parties; for educators it serves their purpose of teaching students and it is a fun activity for students.