Gamification in education

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🎮 Education and fun… the perfect combination? 🤓

Education and fun… Sounds seemingly opposite. That’s right – apparently. Education is mainly associated with school and gaining knowledge in it. However, as the Polish proverb says, people learn all their lives. Whether at work or among the closest ones – you can acquire a number of new skills.  👩‍🏫

The problem starts when the assimilated knowledge does not interest us, bores us and the way of learning is simply a repetition of boring notes from books. 📚 Such learning is very negatively associated with everyone. So is there any way to remedy this? How to make learning more interesting and fun? 🤷

The use of game mechanisms (such as points, ranking, form of competition, level of progress, successive levels) can make learning more attractive and motivate. What else can games in the area of education give? 

🔹 innovative form of learning

🔹 teamwork exercise

🔹 make the education process more enjoyable

🔹 improve the relationship between co-players

🔹 increase engagement 

🔹 motivate

🔹 build creative, unconventional thinking

By using gamification during learning, a player can learn a lot, test their knowledge in various quizzes and brain teasers. This form of testing is the best illustration of the progress of learning, and is much nicer in reception than a test.  📝 Most of the world’s population remembers pictures and diagrams with information much better than a stack of sentences from an encyclopedia. It is also easier to put the most important information in posters or graphics. They are often much smaller in their verbal volume, which makes them easier to assimilate. Another advantage of learning only the most important elements is the fact that we do not bombard the brain with unnecessary information – there is space for further interesting educational activities. 🧠 It is also a much faster method of learning – it combines several memory options (repetition, visual memory). It is easy to combine this way with gamification. A simple application that counts the progress of learning, and after each lesson checks the knowledge accumulated through a short quiz, sums up the points and creates a ranking. 📱 This is an ideal plan for building engagement. This method can be very helpful for the youngest, who usually prefer fun (including on a smartphone) to school education. Children after a few minutes of repeating the lesson are disallowed to continue learning. However, when they see a game in which they can test themselves, compare with their friends, see their nickname in the ranking and get badges or levels for assimilated knowledge – they immediately become willing to expand their knowledge. In this case, the winners are all parties – whether students, teachers or parents.  👍

Particularly valuable are the applications for the phone, which through the elements of games, successfully educate. Of course, you can hold a competition with prizes in the school classroom, but smartphone is something more modern that is usually and often associated only with good fun. 🤹 This form attracts a larger group at beginning.  The advantage of learning with the use of this medium is portability and lightness. Currently, the smartphones used by each of us weigh about 150 g, while the books may even weigh a few kilograms. 

The gamification in education simply invites the audience, because it is a combination of fun, something nice and useful – learning. 🎓 Dedicated application in the phone will always be associated positively, regardless of age.  For the youngest children, the phone is a source of fun, but with age increase the function may change into a medium needed for work. Despite function, expanding your knowledge with his help is still something new, unusual and surprising. ✨ If you add gamification to the application, it becomes a great way to strike the right balance between education and fun.

#Aribo #havefun #education #learning

 
 
 

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