D. IoanaColomeischi Aurora AdinaS. Rodica
In recent years, gamification has become an increasingly well-known practice being introduced in several fields, including marketing, social networks, and education in several school subjects.Gamification is the incorporation of game components, primarily those from video games, into nongame contexts to increase motivation and engagement in learning.It involves designing educational activities that can progressively present knowledge and guide students toward the achievement of lesson objectives.Many students who are not interested in learning through conventional teaching approaches could find a source of motivation in the application of gamification in the educational environment.The deterioration of student engagement and motivation that the education system is now facing can be partially addressed through the application of gamification.In this research, we examined the link between gamification, motivation, and school performance of primary school students.Creating games for students to enjoy is just one aspect of it.We hypothesized that using the game in teaching would create a pleasant learning environment which would lead to an increase in motivation and engagement in learning and deep knowledge.The research was carried out at three levels: a survey on teachers' opinions towards gamification, a didactic intervention based on gamification (action research), and a focus group with the teachers involved.Our findings outline a paradigm for using gamification in the classroom, a sample of best practices, and student perspectives on gamification.Therefore, regardless of the subject taught, one of the best ways to increase interest in learning is through gamification.Provides students with a learning framework that makes every lesson engaging and interesting.To keep students interested in studying, whenever you feel that their learning interest in learning is reduced, the use of gamification can improve the situation.