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Gamification in Education: Engaging Students Through Game-based Learning

by Sarah Moore 1,*
1
University of Zadar
*
Author to whom correspondence should be addressed.
JASES  2020 2(1):8; https://doi.org/10.xxxx/xxxxxx
Received: 11 January 2020 / Accepted: 5 February 2020 / Published Online: 24 March 2020

Abstract

Gamification in education represents a dynamic approach to engage students by incorporating game design elements in learning environments. This paper explores the concept of gamification and its potential to enhance student engagement, motivation, and learning outcomes in educational settings. By integrating elements such as points, badges, leaderboards, and challenges into the curriculum, educators can create a more interactive and stimulating learning experience. The paper reviews the theoretical underpinnings of gamification, drawing on principles from behavioral psychology, motivation theory, and game design. It examines empirical studies that assess the impact of gamification on student engagement, learning processes, and academic achievement across various educational levels and subjects. The paper also addresses the challenges and considerations in implementing gamification effectively, such as ensuring pedagogical alignment, avoiding extrinsic motivation pitfalls, and fostering a balanced and inclusive learning environment. Furthermore, it discusses the future directions of gamification in education, including the integration of advanced technologies like virtual reality (VR) and artificial intelligence (AI) to create immersive and personalized learning experiences. The conclusion underscores the importance of strategic design and implementation of gamification in education to realize its full potential in enhancing student learning and engagement.


Copyright: © 2020 by Moore. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY) (Creative Commons Attribution 4.0 International License). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

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ACS Style
Moore, S. Gamification in Education: Engaging Students Through Game-based Learning. Journal of Arts, Society, and Education Studies, 2020, 2, 8. doi:10.xxxx/xxxxxx
AMA Style
Moore S. Gamification in Education: Engaging Students Through Game-based Learning. Journal of Arts, Society, and Education Studies; 2020, 2(1):8. doi:10.xxxx/xxxxxx
Chicago/Turabian Style
Moore, Sarah 2020. "Gamification in Education: Engaging Students Through Game-based Learning" Journal of Arts, Society, and Education Studies 2, no.1:8. doi:10.xxxx/xxxxxx

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References

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