What are the benefits of gamification in the classroom?

Gamification in the classroom

The education sector is constantly evolving through the integration of new perspectives. Teaching resources that reinforce the objective of learning and, in the specific case of gamification, provide entertainment and dynamism.

The strength of this type of methodology is its essence that is aligned with the entertainment characteristics of the game. Some books revolve around this theme. Title Gamification as a didactic methodology: A real experience in the classroom, written by Antonio Jesús Montes Rodríguez, delves into this methodology.

Another interesting title available in bookstores is Let's Play: How Playful Learning Can Transform Education, written by Imma Marín Santiago expresses how it is possible to transform the essence of education through this vision. This concept is not only meaningful for students, but also for teachers.

Another of the titles published on this topic is Gamification: How to motivate your students and improve the classroom climate written by Fernando Rodríguez and Raúl Santiago. These are some of the books published on a concept that is not only applicable to the field of education. But also to the environment of the company.

Gamification advantages

What are the benefits of gamification?

1. Unification of learning and fun. Through the predisposition to the expectation of entertainment, the student is involved as the protagonist in this experience that links two such important ingredients in the same formula. The student feels the motivation of a goal to be met and, through the dynamics of the game, visualizes that challenge as a possibility to achieve.

2. Overcoming. The learning process through gamification can also be gradual based on the dynamics of a game in which the level of difficulty to overcome is gradual. By overcoming obstacles and achieving new goals, the student also increases his level of self-confidence, develops new skills and acquires new experiences.

This process of overcoming learning is always personal because each student is special. However, this improvement does not only refer to the individual perspective of the student. It also creates a context for participation, collaboration, and camaraderie. Hence, the individual perspective is completed by reference to "we."

3. Interest. One of the advantages of this methodology is that it arouses the student's curiosity not only in the reference to the end, but also during the process that separates the starting point from the goal to be achieved. One of the strengths of gamification is that it can be applied to different subjects, adapting the medium to each type of proposal.

4. Innovation. Education is a fundamental value in society, a very important pillar in people's lives, not only because of its influence on the adult's professional career, but also because of its influence on one's own happiness through the transmission of values. When parents choose the school in which to enroll their child for their studies, they take into account different factors.

One of them is the importance of innovation as a proposal of excellence and differential value. Gamification is not a substitute for other learning processes. This element should not be confused as part of the whole of the training. However, this methodology is a complement.

Therefore, the gamification methodology can be applied to different subjects. This method motivates the students and also the teachers. Stimulates creativity and ingenuity.


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