The great interest about games and education area ,
improved the researches about digital games. Especially in
education, economy and marketing areas, game based studies are becoming
widespread. Technological improvements effected the whole life of human beings
together with the education of young people. Today, reaching data is easier
with the improvements in technology and increasing
about a lesson topic together with providing to make practice have
increased. Gamification can be utilized in many areas. In education, it may
increase the motivation of the students, it may provide students to focus
easier and also it may provide more funny and amusing time periods for students
during the learning hours. Especially, gamification factors are mostly seen in
education applications with giving some
awards, scores, task passing
levels.
mobile device users. Thus,
education have started to cooperate with technology. So that, the number of
education site, education applications, videos for education topics and
environments that provide statements
Gamification approach is derived with
inspiring from digital games. But, many elements that form gamification take
place also in traditional games. So, they can be applied at many cases in our
daily life which is a very remarkable and striking fact. Though, owning a very
long history, culture of game and games become popular in recent years. The
main reasons of this fact are becoming widespread of digital games with the
help of the new technologies. Also, the increasing attention and addiction of
people for digital games. Hence, using game philosophy for commercial aims have
suggested the thought of applying the idea to the education. There upon, the
researches have done and the topic have become popular.
Basicly, gamification is explained with
three layers in a gamification model . These layers are, dynamics, mechanics
and components. In gamification, dynamics take place almost at every type of
games which is the basic principle that constructs the gamification design.
Constraints, emotions, narrations, progression and relationships are the basic
dynamics in gamification.
There are many ways used in education with
varieties of curriculums. Conceptual learning, team based learning, learning
with classroom approach and digital curriculum are the most known categories in
education.
In conceptual learning the lesson topic is
given to students by their teachers with solving problems and giving examples.
Here, the basic aim is increasing the understanding of students over the
application of concepts. Team based learning is another education
category which focuses on working in groups instead of working individually as
in conceptual learning. One of the most known education category
is the classroom approach. It is also the oldest and widely used one.
In education the cooperation of game and digital
curriculum is presented as the last category. Because of proposing more amusing education atmosphere, it is
thought as more reasonable for all age groups.
You Also Like This:
No comments:
Post a Comment