Position Paper: Gamification in the Learning Process

Authors

  • Eman Najjar An-Najah National University
  • Reham Salhab An-Najah National University

DOI:

https://doi.org/10.3991/ijoe.v18i01.26609

Keywords:

gamification, engagement, motivation

Abstract


Recently, learning environments have transformed from traditional, lecture-based learning environments to team-based, experiential and problem based learning to prepare learners for a more complex and collaborative world. One teaching approach that embodies these essential characteristics of learning is gamification. Gamification is the application of gamified thinking and game mechanics to solve problems and increase engagement (Çeker & Özdam, 2017). Gamification is characterized by its ability to achieve cognitive, emotional, and behavioural effects by giving students opportunities to improve their critical thinking skills, arouse their feelings of curiosity, and increase active participation, respectively. However, giving consideration to gamification as an approach for education and learning is still a controversial subject. It is our position of this paper that as educators, we believe that gamification engages learners, motivates them to learn, satisfy their needs, and transfers knowledge by fun tasks

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Published

2022-01-26

How to Cite

Najjar, E. A., & Salhab, R. A. (2022). Position Paper: Gamification in the Learning Process. International Journal of Online and Biomedical Engineering (iJOE), 18(01), pp. 148–153. https://doi.org/10.3991/ijoe.v18i01.26609

Issue

Section

Short Papers