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The dynamic combination of intrinsic and extrinsic motivators is a powerful force [22] which, if educational contexts can adapt from video games, may increase student motivation, and student learning. Some of the potential benefits of successful gamification initiatives in the classroom include: giving students ownership of their learning [28]
Katie Salen promotes games as a learning tool for the 21st century. She helped design and launch Quest to Learn [11] where learning takes place by playing and exploring games. The curriculum is organized around the idea that "digital games are central to the lives of today's children and also increasingly, as their speed and capabilities grow ...
[10] [11] Known as the gamification of learning, using game elements in non-game contexts extracts the properties of games from within the game context, and applies them to a learning context such as the classroom. Another positive aspect of video games is its conducive character towards the involvement of a person in other cultural activities.
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...
A VTech educational video game. An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software).
Students need to learn by doing, and with gaming, students can learn by doing something as a part of a larger community of people who share common goals and ways of achieving those common goals, [1] making gaming a benefit for social reasons as well. Gaming has also changed the look of content-driven curriculum in schools.
The learning method incorporates gamification to motivate users with points, rewards and interactive lessons featuring spaced repetition. [9] The app promotes short, daily lessons for consistent-phased practice. Duolingo also offers the Duolingo English Test, an online language assessment, and Duolingo ABC, a literacy app designed for children.
Gamification has been applied to almost every aspect of life. Examples of gamification in business context include the U.S. Army, which uses military simulator America's Army as a recruitment tool, and M&M's "Eye Spy" pretzel game, launched in 2013 to amplify the company's pretzel marketing campaign by creating a fun way to "boost user ...