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Did you know that gamification or from English Gamificationis present in almost everything we do in our life? And above all, was it present in the training of young people and adults?
Gamification is proof that people are drawn to games, not just electronic but also analog. And their creative application in learning has encouraged users to become more involved in their studies.
Everything is gamified. And that’s why Blog Z goes deep into this topic to better explain this universe of gamification to you. Just follow our article below!
What is gamification?
Gamification is the use of game mechanics and dynamics aimed at increasing engagement and most importantly, arousing people’s curiosity.
In addition, it promotes problem solving and improves learning as well. All of this involvement encourages actions and behaviors in environments outside of the sociability of the game. The reward is also something that can be found in gamification that gives the student another incentive.
In other words, gamification uses common elements that are present in games in situations where entertainment normally does not exist.
Using logic and some game methods to convert more complex content into understandable materials makes the learning process easier. Gamification enables the dynamic of teaching to be more efficient than other methods.
In 2017, Game Brasil’s survey found that most player Brazilians, around 36.2%, are between 25 and 34 years old, followed by players between 35 and 54 years old (31.4%).
But those numbers have now changed. The age range of the players ranges from 13 to 15 years, which encourages the use of gamification in learning.
Gamification in Education
According to Gartner’s 2020 estimate, gamification is an industry valued at more than $ 5 billion. 70% of companies worldwide will adopt this concept, which makes it indispensable for the business environment. And that includes above all educational institutions.
Gamification through involvement in education promotes student engagement and motivation. For this reason, the teacher must be attuned to the needs of each individual student in order to find ways that the whole class empathizes with the game and interacts with the knowledge acquired.
In a playful setting, like a game, gamification attracts students’ attention by offering rewards for each goal achieved and also presenting a more difficult level that can be reached according to their development of the knowledge acquired.
Gamification not only stimulates the student’s cognitive development, but also helps in the socio-emotional part that needs to be stimulated.
Ultimately, gamification also aims to sharpen competition and teamwork. Everything is measured very well by the teacher. The social interaction that this new technology enables enhances learning opportunities through collaboration.
For game strategies to be effective, the teacher encourages the class to participate in the activity. It is necessary to think about the development according to the progress of each student.
And technological resources are used a lot. Various apps for mobile phones or tablet come to facilitate the implementation of gamification in the classroom. Which makes it easier for the class to accept this new method.
Because being able to use their cell phone makes them feel motivated and may even be encouraged to continue their activities at home. Therefore, gamification mainly provides a more empathic view of the student on learning through this method. You can have new teaching experiences in a fun and challenging way.
The social-emotional benefits
Gamification uses several elements of games. Be it a point and ranking system or a goal to be achieved with rewards at the end. They are used to attract and engage people, encourage learning, and motivate socio-emotional interaction.
These elements do not overwrite the other methods already used. On the contrary, these techniques together bring more results together and therefore we are able to easily see the socio-emotional benefits they offer. Are you:
Gamification is developed with multiple objectives, but its main focus is on games that involve more than one player. All activities are carried out together, impressions shared, suggestions made and received. In other words: mutual help.
This makes it possible to measure the sensitivity of those involved for the different opinions that result from the activity.
The games have different levels and degrees of difficulty. Creativity is indispensable for every level, because this is the only way to find solutions that differ from the previous levels.
Creativity in gamification depends on the perfected solutions that each student had individually or in a team.
Autonomy in thinking
With the need to be creative, the student practices thinking. He will invest his time in finding solutions in order to develop problem-solving skills. This improves your self-esteem and your willingness to make decisions.
Perseverance in achieving goals is one of the points we find in gamification.
The levels are only presented when the previous one is completed and therefore students need to dedicate themselves to complete and continue learning.
As long as they follow the rules imposed by the games, the user can use a variety of means to complete the phase.
Competition requires attention to both winning and losing. With the latter, the most important thing is to work on the emotions associated with failure.
It is necessary to understand the student’s weaknesses and encourage them to try again. Because by showing him the importance of not ignoring this point, we can avoid poor academic achievement and emotional problems. It is healthy to live in a competitive environment, but one must teach that an opponent is not an enemy. It deals with human nature that motivates people to excel in some way.
Sense of achievement
Through healthy competition, the students awaken a sense of achievement in every stage they win. As a result, a more enthusiastic team with common goals is obtained, which is one of the most important points for the group’s growth and consolidation.
The new world with gamification
Gamification is currently an important part of education. Because from the moment it is used in class, the life of the student changes completely, be it in study or in private life.
Many uses of this new method also involve parents so that they can follow their child’s educational and social development and also encourage them to continue their education in order to develop further.
At ZION, gamification is applied from registration. First, the student goes through initial tests to identify his profile, and with that all gamification in the classroom is developed according to the clan defined by his test.
Is your child already learning with gamification as an ally? So tell us what he thinks of the experience and take the opportunity to follow us on ZION’s official Instagram. There you can stay up to date on everything that is happening in schools and find out about technological innovations in the classroom.