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Influences gamification can have on teaching and learning
Influences gamification can have on teaching and learning
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Gamification: It’s serious business What is Gamification? Gamification is the process of taking something that already exists – a website, an enterprise application, an online community – and integrating game mechanics into it to motivate participation, engagement, and loyalty through rewards, challenges and contests. Gamification takes the data-driven techniques that game designers use to engage players, and applies them to non-game experiences to motivate actions that add value to your business. Gamification vs.Games When people hear the term gamification, they will probably envision games created for a business purpose. But gamification is a process rather than creating a new product. It is about amplifying the effect of an existing, core experience by applying the motivational techniques that make games so engaging. At Profacts we use a couple of these techniques: • A progress bar to show how close respondents are to completion. • Replacing standard checkbox-questions with sliders and flash animations. • Rewarding our panel members with incentives (cinema tickets, gift vouch...
It is often believed that children are better off spending more time reading books and less time zoning out in front of their video games. People claim that video games sanction and promote aggression and violent responses to conflict; and that most games are an immense waste of time. Steven Johnson, the author of “Why Games Are Good for You,” appreciates the virtues of reading books, but argues that playing video games may not be a complete waste of time. His purpose for writing this essay is to explain the impact of cybertechnology on human perception and communication, in which he defends the value of computer games. In his essay, Johnson fluctuates between the pros and cons of reading versus gaming to appeal to skeptics who believe video
Video games. They provide an escape from reality to explore worlds and realms beyond our own. However there is a lot of controversy surrounding wether or not video games are good for you, many people are under the impression that video games turn kids and adults alike into mindless zombies hellbent on violence but in this essay I aim to convince you that not only is this untrue but that video games are actually beneficial. I’d also like to mention that too much of anything is bad for your health,for example extremely high quantities of broccoli can be toxic.
...s. One strong example is flappy bid! Remember how happy you were when you passed the first stupid pole thing! That sense of achievement! Now let us talk about the recreation theory. You ever think in life, you know what would be cool is if I got married today? What if I did this in real life where would I be? Well that’s what recreation is for. You play games like Sims. You play a life of a in game person and do what you want to do in your life. You basically redo your life or “recreate” it and make this in game person’s life awesome! Well you see people in this game feel happy doing something they might not be ever able to do. Like being able to be a thief in a game because you know in real life you would never do such a thing. Have you ever wanted to be a really fit person? Well in the game you can, so why not? See this is how recreation games appeal to people!
“The objective of video games are to entertain people by surprising them with new experience” (Shigeru Miyamoto).Video games have been a leisure activity for many people around the world but for some people it has become a way of life. Video games help us escape everyday life and bring us to a land of imagination. That is why many people play video games because it is a great way to relieve stress. Video games have many benefits than just being fun. Not only are video games shown to have positive effects on the individual if used in the right manner, but it also helps to connect people with common interest; bring a sense of community. It is also a resourceful way to find a career path. The components
Let’s start with Gamification? That’s a complete misconception on what is gamification all about. Many people think Gamification is a branch of gaming, so what is Gamification really? Gamification is the craft of absorbing the fun and addicting elements in games (Game Mechanics) and applying them into real-world applications.
societies and sub-cultures where entire groups of people get along enjoying a common form of entertainment. With this large group of people all cooperation in the subculture of video games it actually increases social behaviors.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
Role-playing games are becoming increasingly popular in this age due the assistance of the Internet. In these types of game a person can assume a character and give this character a personality, physical features and “live” through them. All though in past years “pen and paper” types have dominated the rpg world, now MUDs are making it possible to role-play along with thousands of others A MUD is a network-accessible, multi-participant virtual reality that is primarily text-based. (Bruckman, 1992). Although the term “virtual reality” often refers to a computer-simulated environment that contains varying degrees of audio/visual interface, this form of virtual reality is mainly text-based. Elizabeth Reid further explains by saying:
Plus, they play to try to release their stress, frustration, and pressure after having a hard time doing their homework or in class. Video game developers goal is to make fans happy when they play their games. Video games are meant to have a feeling of adventure, enjoyment, and excitement. It helps the player to play video games without harm. Video games also help players relax after all of their work at school, jobs, or cleaning in and outside of their home....
...tunity to change the way they learn. Video games allow children to have a new way of learning. Teachers have the opportunity to apply a different type of learning than the traditional way. A video game based education teaches young children to rethink how they approach the various subjects. Changing the way that students traditionally learn allows them to prepare for a new way of learning. One that allows them to work at their pace, challenges them, and empowers them. Adequately preparing our students for their future success is not a choice but our responsibility.
Video games have been around about 50 years and they contribute a big part of the U.S. economy. People interact with video games every day throughout different ways, such as cell phone devices, computers, consoles or whatever which has a screen on it. In fact, it has always affected people’s lives. However, not so many people understand the benefits of video games. With video games, people can not only relieve themselves from stress and suffering, but it also improves people’s social experiences while they are exchanging and absorbing knowledge with other people; more than that, people can learn many other things from video games which can help them to achieve great things in lives.
There are two approaches to games and learning, namely, Game-Based Learning (GBL) and gamification. GBL, also referred to as 'Serious Games', which are computer or video games designed for a primary purpose (education or solving a problem) other than entertainment. This involves the use of simulations to support teaching and learning. Gaming simulation is an interactive-learning environment that makes it possible to cope with authentic situations that closely mimic reality. According to Kip Kelly (2013) “serious games can allow players to apply what they have learned in an L&D [Learning and Development] experience and apply it in a safe, simulated environment. For example, health care professionals can practice a new medical procedure using a serious simulation game before introducing it in the workplace”.
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
The concept of “edutainment”- the hybrid of education and entertainment has existed almost as long as video games have. Evidence of this is The Oregon Trail, a game about the colo...