La gamification -Or better known for Anglicism Gamification, of English gamification— is the use of techniques, elements and dynamics of games and leisure in non-recreational activities in order to enhance motivation, as well as to reinforce behavior to solve a problem, improve productivity, obtain a goal, activate learning and evaluate specific individuals.
This trend pretends apply the thinking and mechanics of games in specific areas of daily life, where it is proposed to facilitate the achievement of certain objectives related to training, loyalty, social cohesion, creativity, etc. For example, the inclusion of games in a social network significantly increases the motivation and participation of its users.
The concept emerged from the 2008 year in the business world. However, it has become a trend that has been increasing its popularity and the study of its application has expanded to other areas. Although introducing recreational values to these activities is not a new idea, it is a concept that has been strengthened in recent years as a result of the rise of the digital environment of video games and applied studies such as ludology.
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