The steps of the gamification approach in education to improve learning engagement are discussed in this paper. There are a few steps on the gamification approach that have been applied by several researchers in this era. The gamification method was used in this study, which contained game elements and game design methods in a non-game context. Six gamification categories for teaching and learning are briefly discussed in this paper: (i) Courses without online support; (ii) MOOC; (iii) Blended/ Flipped Learning; (iv) E-Learning Site; (v) Gamified Platform/ System; and (vi) Mobile Application. The proposed gamification approach in education can also be a guideline for other researchers. Results show that most of the respondents prefer to get rewards during the learning process followed by level, avatar, and points.
Gamification approach, online learning, engagement, gamification categories
Gamification is the concept of applying game mechanics to engage and motivate students in learning. In other words, games nowadays are a part of students’ daily life. They spend a lot of time to play games. In order to engage student learning, the gamification method was used, which contained game elements and game design methods in a non-game context. Furthermore, using this method can help to improve learning engagement, suit learners learning styles, and provide more adaptive learning. This gamification method has been used by researchers since a few years ago. Past studies showed that there was less engagement among students in building knowledge because oftentimes, the students were treated as ordinary technology users (Tan & Hew, 2016). The solution to accessing this information freely is needed to overcome this situation. Several researchers stated that gamification has the potential for a positive impact on performance, productivity, and user engagement (Simões, Redondo, & Vilas, 2013). By implementing gamification, students will improve themselves in getting good results. The utilization of the gamification method means that students will learn with academic materials with the use of game elements and cater to different styles of learning (Arockiyasamy, Surendheran, & Bullard, 2016; McGrath & Bayerlein, 2013).
Engage can be defined when user wanted to learn or to occupy the intentions or efforts of a persons (Keene, 2014). In order word, engagement focuses on keeping learners attention for long time. Without engagement, learners will not be motivated to do the task. Table 1 represents the reasons learners didn’t engage with online learning. In education, there are at least four categories of gaming, which are shown` in Figure 1.
Game-based learning refers to actual games in the classroom to enhance teaching and learning experience. In other words, educators can use video games in the teaching and learning process to attract and motivate students’ attention.
Gamification refers to the use of game design elements into a non-game context and can be divided into: (i) game mechanics; (ii) game characteristics; and (iii) game dynamics. Figure 2 shows the elements of each category.
A serious game looks just like an ordinary game. As mentioned by Darejeh and Salim (2016), there are four types of serious games: (i) Game for teaching; (ii) Simulator game; (iii) Meaningful game; and (iv) Purposeful game.
As cited by Padilla et al. (2016), simulations provide an efficient and effective way to learn because learning with simulation is quite different, whereby learners can perform experiments, vary input variables, observe and record output, and reflect on the results. Thus, simulation-based learning is more than a single activity and can be seen as a series of activities that move between using and creating simulations, fulfilling different advantages in terms of learning efficiency and depth.
CONCLUSION AND FUTURE WORKS
This paper found that gamification can be integrated to all platforms and can help to engage student learning. Gamified e-learning sites to support multiple styles of learning would be developed to encourage learners and increase learning engagement. This study was designed as a continuation of a model for teaching tools based on interpersonal, visual, and verbal intelligences by Mohamad (S. N. M. Mohamad, 2014). Online Multiple Intelligence Gamification would be developed as an educational website using the gamification elements to make this website more interactive to users. Therefore, implementing gamification elements into the website would increase user motivation and enhance engagement during the learning process, besides allowing users to use the website for a longterm period.
The Kavian Scientific Research Association (KSRA) is a non-profit research organization to provide research / educational services in December 2013. The members of the community had formed a virtual group on the Viber social network. The core of the Kavian Scientific Association was formed with these members as founders. These individuals, led by Professor Siavosh Kaviani, decided to launch a scientific / research association with an emphasis on education.
KSRA research association, as a non-profit research firm, is committed to providing research services in the field of knowledge. The main beneficiaries of this association are public or private knowledge-based companies, students, researchers, researchers, professors, universities, and industrial and semi-industrial centers around the world.
Our main services Based on Education for all Spectrum people in the world. We want to make an integration between researches and educations. We believe education is the main right of Human beings. So our services should be concentrated on inclusive education.
The KSRA team partners with local under-served communities around the world to improve the access to and quality of knowledge based on education, amplify and augment learning programs where they exist, and create new opportunities for e-learning where traditional education systems are lacking or non-existent.
FULL Paper PDF file:Gamification Approach in Education to Increase Learning Engagement
Gamification Approach in Education to Increase Learning Engagement
International Journal of Humanities, Arts and Social Sciences
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Professor Siavosh Kaviani was born in 1961 in Tehran. He had a professorship. He holds a Ph.D. in Software Engineering from the QL University of Software Development Methodology and an honorary Ph.D. from the University of Chelsea.