Gamification in edication: What is it? How can you use it?


Gamification makes the boring exciting and the complex simple. This is the introduction of gaming technologies into the education process, which increase the effectiveness of learning. So let’s figure out what gamification is and how using games in education will help teacher to facilitate learning.

What is gamification? 

The definition of gamification in education and learning implies applying game design elements to an educational setting.

Using games in education increases the involvement and motivation of students. The next step depends on the choice of the participant. Everyone feels their importance and responsibility for the final result, so increased motivation facilitates learning.

As we already know from the definition of gamification in education, the use of games is only a part, but the main thing is education and learning. Its goal is the development of the student and the acquisition of new knowledge and skills that are useful not only in professional activities but in real life too.

How to use gamification for learning 

Students should have a risk, but lower than in regular games. In this case, everyone is given the opportunity to make several attempts to succeed. It encourages experimenting, creating, and taking risks, but does not lead to disappointment and does not turn away from learning.

Tracking progress in learning helps the availability of feedback at any time. This helps the student to consolidate the material covered well.

A visual representation of progress while simultaneously performing a competitive function. Various virtual awards generate excitement, interest in the result, encourage diligent study.

In addition, the latest technology makes it possible to make the most ordinary lesson look like a game.

Special curricula using virtual reality for several school subjects such as history, science, arts and culture, security basics and others. The content includes mostly non-interactive 360-degree videos. With a creative approach, the use of such a set can diversify the school lesson.

AR_book uses augmented and virtual reality technology to increase the effectiveness of the lesson and make it more interesting for children. The educational program offers interesting experiments created both by the teachings themselves according to their methodology, and experiments created by the AR_Book team. All of these experiments can be found in a special marketplace.