In education, the reasons for drop-outs or low performance include boredom or lack of engagement, a pattern of escalating absenteeism where each absence makes the person less willing to return to school, and most importantly, being distracted by technology such as smartphones and the Internet.
In today’s digital generation gamification has become a popular tactic to encourage specific behaviours, and increase motivation and engagement. Though commonly found in marketing strategies, it is now being implemented in many educational programs as well, helping educators find the balance between achieving their objectives and catering to evolving student needs.
Gamification of education is a strategy for increasing engagement by incorporating game elements into an educational environment.
In education, the reasons for drop-outs or low performance include boredom or lack of engagement, a pattern of escalating absenteeism where each absence makes the person less willing to return to school, and most importantly, being distracted by technology such as smartphones and the Internet.
In today’s digital generation gamification has become a popular tactic to encourage specific behaviours, and increase motivation and engagement. Though commonly found in marketing strategies, it is now being implemented in many educational programs as well, helping educators find the balance between achieving their objectives and catering to evolving student needs.
Gamification of education is a strategy for increasing engagement by incorporating game elements into an educational environment.