2023
DOI: 10.5772/intechopen.109262
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Perspective Chapter: Gamification – Pros and Cons

Abstract: After the CoVid-19 pandemic lockdown occurred (2020–2021), there have been crucial changes in teaching-learning methodologies, mainly because of the emergency online education format, due to the high demand for online education formats. Long hours of learning in front of a screen besides the stressful environment surrounding the pandemic make it difficult to keep learning motivation high, which shows the need for an urgent change in instructional design. This change includes using interactive and participative… Show more

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Cited by 2 publications
(2 citation statements)
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References 69 publications
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“… 42 had a good approach for evaluating the game, notably only the ‘reaction’ level was assessed, therefore there is a further need to evaluate the learning, behaviour and results aspects of the game, as suggested in the evaluation of training, to properly assess the effect of the game as a tool for education. 50 Traditional lectures provide positive impact on students, promoting deontological education, and facilitating the formation of professional self-awareness and reflection; 53 however, they also have drawbacks, namely the lack of engagement, 54 passive learning, 55 stagnation 55 and inactiveness of students. 56 With the increase in digital literacy, we need to provide innovative (gamified) ways of learning.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“… 42 had a good approach for evaluating the game, notably only the ‘reaction’ level was assessed, therefore there is a further need to evaluate the learning, behaviour and results aspects of the game, as suggested in the evaluation of training, to properly assess the effect of the game as a tool for education. 50 Traditional lectures provide positive impact on students, promoting deontological education, and facilitating the formation of professional self-awareness and reflection; 53 however, they also have drawbacks, namely the lack of engagement, 54 passive learning, 55 stagnation 55 and inactiveness of students. 56 With the increase in digital literacy, we need to provide innovative (gamified) ways of learning.…”
Section: Discussionmentioning
confidence: 99%
“…There is a lack of a theoretical model, and we should consider a pedagogical approach in making games more effective in delivering educational information. 53 …”
Section: Discussionmentioning
confidence: 99%