DIGITAL LIBRARY
GAMIFICATION AT SCHOOL
Tampere University of Technology (FINLAND)
About this paper:
Appears in: EDULEARN17 Proceedings
Publication year: 2017
Pages: 9334-9340
ISBN: 978-84-697-3777-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2017.0756
Conference name: 9th International Conference on Education and New Learning Technologies
Dates: 3-5 July, 2017
Location: Barcelona, Spain
Abstract:
Traditional teacher-oriented teaching methods in a lecture style are no longer viewed as effective enough for learning and are therefore criticized. It is generally agreed that the modern education should engage students, stimulate interests and maintain a positive attitude. In other words, there should be a way to further learning for example by combining it with playing. This is why many educators and researchers devise new strategies, tools, methods and techniques of novel and engaging activities in order to gamify education. Gamification is often defined as the use of game mechanics and game design techniques in non-game contexts. The present study focuses on investigating possibilities of gamification at school and in a classroom setting. In this study, to complement current research knowledge in the field of classroom and education gamification, students and teachers (n = 120) provided their point of view how to utilize gamification for learning and teaching purposes. As a result, several perfectible and creative concepts were figured out. Implications of the findings for future research are discussed and research based recommendations are presented.
Keywords:
Gamification, school, classroom, serious game, education, learning, teaching.