Although the term is not yet widespread in the French vocabulary, the concept of gamification it's interesting because it can be defined in several ways depending on different theories. The "gamification" is a process that is becoming more and more common in our modern world, in fact it relates more and more activities and can therefore be observed in many areas such as work, food, education, tourism, culture, etc... Gamification is a recent phenomenon, linked directly to the new place given to games in
challenge defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional response” and Gamification can be defined as “use of game-based mechanics, aesthetics, and game-thinking to engage people, motivate action, promote learning, and solve problems” (Karl Kapp, Gamification of Learning and Instructions) Gamification typically embodies, the “non-game contexts” which in the purview of our discussion can be defined as any context with an expected use other
Conceptualizing Gamification There is no consensus on the definition of gamification among researchers, nor is there an agreement on the difference between game-based learning (GBL) and gamification. Kapp (2012) discussed the definition of gamification in a pedagogical context contrasting it to game-based learning (GBL). Based on Kapp’s view, the instructional strategy is changed to accommodate game elements where, instead of the learning objectives, the teacher in a gamified classroom will present
Motivational aspects of using gamified mobile applications in cultural tourism This paper is about motivational aspects and the role of gamification in using travel applications. The phenomenon of cultural tourism will be examined in a context of educational activities. An important role will be assigned to determine user’s motivation and how gamification may increase the interest of different groups of tourists. With the growth of the Web it has become possible to find the information about any
Teaching English to middle school students is quite competitive and challenging job. Teachers are required to give their best efforts to teach English in a more easy ,successful way. Educational games are very important, researched subject and sometimes have been seen just as simple fun. But games are very essential part of the children's life since children like to play games by nature.They can be an effective method to facilitate the learning process , they can also be used as a first step to begin
countries and 20 other education systems participated in TIMSS. The Philippines, however, did not participate in the international study in 2007 and 2011. In addition, the performance in the National Achievement Test (NAT) is also below 50 percent in so many schools. The NAT for high school was 46.38 percent in SY 2009-2010, which shows a slight decrease from 47.40 percent in SY 2008-2009. In 2013, the goal of 75 percent seems elusive according to the National Education Testing and Research Center
The advancement of technology in the classroom exemplifies the paradigm shift in education from teacher centered to student centered. As mentioned by Dr. Ray Clifford in 1983 (as cited by Wheeler 2013), technology will not replace teachers but teachers who do not use technology in teaching will be replaced. Teachers nowadays must be adept in using technology in teaching. Since the year 2000, during the advocacy on ICT integration, the spread of computers and learning technology and the advent of