Gamification and education: an overview

Gamification is a genre of social interaction that concerns those in fields like academia, as well as professionals of business, education, and information technology. However, as a term, it remains hindered as of varied uses and meanings, it has been divided according to its educational usability....

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Bibliographic Details
Main Authors: Shuash, R. A., Mat Said, S., Umarlebbe, J. H., Rana, A. F.
Format: Article
Published: The Mattingley Publishing Co., Inc. 2020
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Online Access:http://eprints.utm.my/id/eprint/93093/
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Summary:Gamification is a genre of social interaction that concerns those in fields like academia, as well as professionals of business, education, and information technology. However, as a term, it remains hindered as of varied uses and meanings, it has been divided according to its educational usability. It has been dealt with in terms of merits and demerits to validate its usefulness by offering the proof to encourage those specialized in education as well as entertainment. In this paper, a general overview of gamification and in education respectively (i.e. learning and teaching) with a glimpse from empirical studies. Followed by examining its contributions for a better improvement in the educational process in general. This article gives a general description overview of the use of gamification in understanding its applicable usefulness in the field of education due to its feature of edutainment. It outlines gamification in both theory and action, with an emphasis on the empirical side in relation to context and purpose and context. Furthermore, it shows that gamification as a conceptualized concept is emerging in the field of education to meet the expected outcomes. A discussion on the probability of the way gamification to be more useful as a subdivision to improve the systems of the interaction of user experience by using gamified design. The paper concludes with suggestions of nonstop investigations of gamified applications and its effectiveness.