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GAMIFICATION Game Changer or Hype?

Image by Hatice EROL from Pixabay

           Gamification is a method that uses thinking games, game design, and game mechanisms to make non-game contexts more appealing. In recent years, gamification has become increasingly popular and is recommended as a design pattern for persuasive systems and transforming learning materials to be more engaging and effective. 

           However, the question of whether the sudden increase in popularity is only due to the hype the name brings or is it about its game-changing effect in various industries still lingers unanswered in the minds of many. Enumerated below are some of the reasons why gamification is a game changer

Reasons Why Gamification is a Game-Changer

Gamification Increases Motivation and Engagement

           There is mounting evidence that gamification is becoming more widely regarded as an excellent learning method for creating highly interactive educational experiences. A journal written by Zainuddin et al. about the impact of gamification on learning and instruction revealed that gamification is seen to be beneficial in increasing students’ motivation and enhancing their learning experience, engagement, and performance. They have also stated that several studies found that student engagement is improved when game mechanics are incorporated into the courses.

           It is crucial to note that some studies argue that gamification only focuses on improving extrinsic motivation, damaging intrinsic motivation in the process. However, some studies state that gamification improves both intrinsic and intrinsic motivation of students as the fun induced by gamification relates more to intrinsic motivation

Gamification Helps in Learning Among Children

           The environment children of today grew in is immensely different from the environment children of yesterday experienced. You can see children as young as four-year-old today use mobile phones where they watch their favorite cartoons or play their favorite games. Play is part of the natural life of a child, and often, in this generation, it is experienced online. With this development, it is essential for learning methods utilized for children to match their comfortability with technology. A systematic review and meta-analysis conducted by Fadhli et al. on the effectiveness of the gamification method on children showed that the said method has improved students’ knowledge, abilities, and attitudes.

Gamification is Applicable in Different Fields

Gamification is not only used in schools and universities; numerous industries have also employed gamification in the training of their employees. In understanding more about employee engagement, it is worthwhile to explore gamification as it is thought to keep people engaged in their job, hence enhancing performance.

           Moreover, a study by Prasad et al. revealed that employees perceive gamification as a stress reliever linked with work. Some benefits companies can get from gamification include increased employee motivation and productivity; employees are actively involved in new corporate activities, and employees are turned into champions for the organization. Engineers at Google have been allowed to spend an in-house currency known as ‘Goobles’ on server time, which is frequently a limited resource at the company. This is the attempt of the company to gamify its working process.

Gamification Makes the Learning Process Fun and Reduces the Fear of Failure

Learning can be daunting sometimes. The thought of failing an activity or a class may induce anxiety in learners. Gamification is a superb solution to this predicament. With the learning process being gamified, students can absorb substantial knowledge from their failures without the fear of experiencing real-life repercussions. This will encourage learners to venture into new fields or courses that they may be scared to take because of their difficulty. 

           Furthermore, gamification gives a new face to learning, especially during these times when traditional teaching methods are perceived as unexciting by generations born in technology. Gamification adds enjoyment to learning. 

References:

Barokati Seliro Wangi, N., Halim, P., Badruddin, S., Maulamin, T., Ikhsan Setiawan, M., Barid Nizarudin Wajdi, M., Kesna Mahatmaharti, A., Fita Heriyawati, D., & Simarmata, J. (2018). Gamification Framework and Achievement Motivation in Digital Era: Concept and Effectiveness. International Journal of Engineering & Technology, 7(3.6), 429. https://doi.org/10.14419/ijet.v7i3.6.17487

Dale, S. (2014). Gamification. Business Information Review, 31(2), 82–90. https://doi.org/10.1177/0266382114538350

Fadhli, M., Brick, B., Setyosari, P., Ulfa, S., & Kuswandi, D. (2020). A Meta-Analysis of Selected Studies on the Effectiveness of Gamification Method for Children. International Journal of Instruction, 13(1), 845–854. https://doi.org/10.29333/iji.2020.13154a

Prasad, J. R. V., Jacob, A., & Misra, S. (2019). Gamification and Employees’ Perception: An Empirical Evaluation Using Gamification Effectiveness Scale. International Journal of Management and Business Research, 9(2), 19–27.

Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326

Zuckerman, O., & Gal-Oz, A. (2014). Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity. Personal and Ubiquitous Computing, 18(7), 1705–1719. https://doi.org/10.1007/s00779-014-0783-2

Lavender Dragon Team

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