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Use Of Gamification In Education

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Content provided by Odia Feedback. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Odia Feedback or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

Use Of Gamification In Education: "Gamification refers to the integration of game design elements and mechanics into non-game contexts, such as education. It aims to enhance the learning experience by making it more engaging, motivating, and interactive for students. Here are some notable uses of gamification in education:

Increased Engagement: Gamification captures students' attention by incorporating game elements like points, levels, badges, and leaderboards. By creating a sense of competition and achievement, it encourages students to actively participate in their learning process.

Motivation and Progress Tracking: Games often include clear goals and progress indicators. Similarly, gamified learning platforms enable students to track their progress, earn rewards, and unlock new challenges or levels as they complete tasks or acquire knowledge. These elements enhance intrinsic motivation and foster a sense of accomplishment."

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98 episodes

Artwork
iconShare
 
Manage episode 371296477 series 3493635
Content provided by Odia Feedback. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Odia Feedback or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

Use Of Gamification In Education: "Gamification refers to the integration of game design elements and mechanics into non-game contexts, such as education. It aims to enhance the learning experience by making it more engaging, motivating, and interactive for students. Here are some notable uses of gamification in education:

Increased Engagement: Gamification captures students' attention by incorporating game elements like points, levels, badges, and leaderboards. By creating a sense of competition and achievement, it encourages students to actively participate in their learning process.

Motivation and Progress Tracking: Games often include clear goals and progress indicators. Similarly, gamified learning platforms enable students to track their progress, earn rewards, and unlock new challenges or levels as they complete tasks or acquire knowledge. These elements enhance intrinsic motivation and foster a sense of accomplishment."

  continue reading

98 episodes

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