DIGITAL LIBRARY
GAMIFICATION AS A TEACHING TOOL FOR DIGITAL NATIVES
Florida International University (UNITED STATES)
About this paper:
Appears in: EDULEARN21 Proceedings
Publication year: 2021
Pages: 8484-8488
ISBN: 978-84-09-31267-2
ISSN: 2340-1117
doi: 10.21125/edulearn.2021.1718
Conference name: 13th International Conference on Education and New Learning Technologies
Dates: 5-6 July, 2021
Location: Online Conference
Abstract:
Today’s digitalized world also brought changes to the learning environment. For instance, ebooks or tablets replace nowadays books, and many universities and schools around the globe have implemented innovative learning techniques such as gamification. Gamification, an approach to learning that engages and motivates students. It is particularly well received by generation Z and Y also known as ‘digital natives’ due to having been brought up with digital technologies. The main goal of gamification is to make education and learning more intriguing for students. This paper aims to investigate and analyze the nature of gamification. The objective of this study is to analyze the impact of gamification on the educational environment as well as on students. The methodology used in this paper encompasses a qualitative analysis of literature view. Gamification offers an interactive educational environment that particularly aids students who encounter challenges with traditional learning styles. It not only captures the student’s attention but also engages playfully leading to an enhanced learning experience. Consequently, this promotes self-development and personal empowerment. Gamification of education is an exemplary teaching tool that meets the demands of digital natives, helping them to become creative and reflective learners.
Keywords:
Gamification, digital natives, millennials.