Position Paper: Gamification in the Learning Process
DOI:
https://doi.org/10.3991/ijoe.v18i01.26609Keywords:
gamification, engagement, motivationAbstract
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
Downloads
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
License
Copyright (c) 2021 Eman Ahmd Najjar, Reham Ahmd Salhab
This work is licensed under a Creative Commons Attribution 4.0 International License.