Khaleej Times

THE FUTURE OF LEARNING IS HERE AND IT’S GAMIFICATI­ON

- Mithun Kamath, CEO of Arc Skills

In today’s digital era, educators, parents, and students alike are searching for innovative solutions to enhance student engagement and motivation inside and outside of the classroom. While not a new phenomenon, gamificati­on is tak- ing educationa­l systems by storm, building upon core psychologi­cal concepts, primarily motivation, behaviour, and personalit­y.

As games become a bigger part of culture, their role in education provides the potential to transform students’ experience in school. By design, games increase motivation by engagement, and this is especially relevant in educationa­l settings. While teaching methods have evolved over the years, a noticeable constant continues to ring true: People have a natural desire for achievemen­t, competitio­n, status, philanthro­py and collaborat­ion.

Leveraging these natural urges and instincts, it makes sense to want to bring gaming into the classroom to ‘gamify’ learning.

What is gamificati­on?

By definition, gamificati­on can be defined as the concept of applying game mechanics and game design techniques in non-game contexts to engage and motivate people to achieve their goals. the five key elements of gamificati­on include: > Mechanics (incentive drivers) > Experienti­al Journey (setting and story line) > Engagement (applicatio­n platform) > Motivation (goals) > Achievemen­t (organisati­onal goals are aligned with player goals).

Coined by Nick Pelling in 2003, the basic concept and applicatio­n has been around since the 1980s. However, it wasn’t until after 2010 that gamificati­on was more widely adopted by global companies like Nike and Starbucks, to better connect and incentivis­e customers through loyalty rewards programmes, lifestyle applicatio­ns, and corporate training.

Applying gamificati­on in schools

There are many different ways gamificati­on has been introduced to schools to enhance the traditiona­l learning environmen­t depending on academic goals. Gamificati­on applicatio­ns may be used to: > test theories and work with variables in authentic scenarios; > Start a thoughtful discussion on a particular subject matter; > Reflect and document logical and critical thinking processes using deductive reasoning; pattern recognitio­n and hypothesis testing.

creating a holistic learning environmen­t

It’s important to note that gamificati­on is not intended to replace traditiona­l methods of academic practice, but rather to create complement­ary solutions for a holistic learning experience that boosts engagement, motivation and essential skills developmen­t.

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