Home Forums ETTL Fall 2022 Module 4- Engaging Students Reply To: Module 4- Engaging Students

Reply To: Module 4- Engaging Students

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Home Forums ETTL Fall 2022 Module 4- Engaging Students Reply To: Module 4- Engaging Students

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Gamification can certainly be beneficial to help students review important concepts taught during a course, improve learning outcomes, reinforce active participation and help to motivate the work students complete with their classmates. Gamification may also allow students to be more creative in a setting that they may already be comfortable in as gaming is often used by young people for entertainment. I believe these technologies will also help develop students’ problem-solving skills and the game elements may increase students’ intrinsic motivation level as a specific subject matter may become more interesting. Although, this may not be the case for all students, gamification might be a struggle for students who do not enjoy competitions in learning specific concepts in a course. Additionally, instructors who choose to use gamification in their courses should seek to obtain training and skills for the proper implementation of these technologies to enhance learning, exchange of knowledge and productivity.

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