Gamification in education has always been present with the aim of boosting motivation and making learning a fun and effective process. In recent years, gamification has evolved into digital learning and, according to the “Global game-based learning market report 2017-2022.” by Metaari. the game-based learning market will exceed $8,100 million by 2022.
According to a study by Project Tomorrow for Speak Up, something has changed in education in recent years. For example, in 2010, 47 percent of teachers said they used online videos in their classrooms, a figure that rose to 68 percent in 2015.
For Julie Evans, CEO of Project Tomorrow, this increase is due in large part to the rise in audiovisual use and interactive tools. “The explosion of teacher interest in the use of video games and game-based learning could be a new awareness in digital learning,” Evans says.
Among the benefits of new learning methods, learners point to one advantage: its multi-device nature. New technologies make it possible to learn anytime, anywhere.
“Internet-connected mobile devices create educational opportunities for students anytime, anywhere,” notes Angela Baker, head of Qualcomm Wireless Reach, an initiative that brings wireless technology to communities around the world.
Despite this undeniable growth of gamification in education, many educators and experts point out that there is still a long way to go to get teachers to change their teaching. Indeed, introducing game-based learning remains a challenge in many schools.
The good news is that studies such as the one mentioned above point to an increase in teachers who want to make video games a standard tool in their work. Experts agree that the key to finding the best games for learning is to look at those that teach learners in innovative ways, rather than simply repeating traditional exercises in a digital environment. Indeed, video games are more effective than traditional training.
The real challenge, as the Project Tomorrow survey shows, is to grow the number of teachers motivated to change these teaching practices. That’s the challenge, because still 38% of education center workers admit they don’t plan to introduce gamification into their programs.
Games, however, are a great asset in providing multiple ways for students to learn. According to Traci Sitzmann’s study, games are becoming the most powerful teaching tool:
In other words, learners learn more and better, making gamification in education the rising trend.
What was a dream 10 years ago has become commonplace: playing games as part of a learning path? And it’s not limited to schools, you can also see how universities and businesses are using games for educational purposes.
Textbook reading is often criticized as a passive method of learning that primarily requires memorization. Game elements in education are intended to foster active learning through experimentation and competition.
Gamification is simply adding game elements to traditional learning methods (rankings, badges, point systems), while game-based learning is literally learning by playing a game.
Codecombat is an excellent example of game-based learning. It is designed to teach you how to code while playing a role-playing game. No wonder this game is so popular among beginning coders in the United States.
Duolingo is an example of gamification of a learning process. Duolingo makes learning new languages fun by introducing game elements, which not only entertain, but also motivate you to make more effort.
Part of Duolingo’s success is that it relies on microlearning – another trend in education. Microlearning refers to studying in short periods instead of long hours. This method of learning is not only effective, but also adapts to the digital age – you decide when you want to study.
Learning a new language on public transportation was beyond imagination 50 years ago, but today it is not that unusual.
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