Gamification integrates all of the factors
found in a game i.e. gaming pieces, mechanics, and structure into serious
games. Serious games are usually associated with training and education. Various situations and scenarios are
presented to the student, which he or she uses to affect an outcome. The NMC
Horizon Report: 2015 Museum Edition article "Games and Gamification”
provides an interesting view of how museum exhibitions and programs enhanced
with gamification will attract the next generation of museum visitors (Johnson,
Adams, Estrada, & Freeman, 2015).
There has been an enormous impact on human behavior derived from video games; this comes in the form of cognitive, motivational, emotional, and social behaviors as noted by the American Psychological Association. These behavioral impacts along with a significant amount of research in gaming are key indicators that the use of games in teaching and learning will also have a major impact on education (Johnson, et al., 2015).
There has been an enormous impact on human behavior derived from video games; this comes in the form of cognitive, motivational, emotional, and social behaviors as noted by the American Psychological Association. These behavioral impacts along with a significant amount of research in gaming are key indicators that the use of games in teaching and learning will also have a major impact on education (Johnson, et al., 2015).
Two forces that will affect the success of
using gaming in teaching and learning, not only in museums, but in the
classroom, are the proliferation of wireless technologies and the wide usage of
mobile devices such as smart phones. The
millennia generation has grown up with this technology and incorporating it
into the educational setting is the next natural progression.
Reference
Johnson, L., Adams Becker, S.,
Estrada, V., and Freeman, A. (2015). NMC Horizon Report: 2015 Museum Edition.
Austin, Texas: The New Media Consortium. Retrieved from http://cdn.nmc.org/media/2015-nmc-horizon-report-museum-EN.pdf
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