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Activity 1: Academic Technology Integration

Susan L. Cobarrubias

Gamification
Recently, researchers have begun to realize the importance of educational games. Some of them
start with the concept of educational games from the perspective of teaching knowledge, while
some generalize educational games by considering games and education. Regarding the
positioning of educational games, I have mainly two views.
(1) To treat educational games as a medium of software presentation, which in essence can be
called games. Educational games can influence players in terms of emotions, attitudes,
values, etc. and can provide players with development in knowledge and skills. There is also
potential significance of practical teaching in game form software. Educational games
themselves should even have a competitive nature, using multimedia to point
out specific learning, and be software to make unreal scenes. In my opinion, the
thought of restricting games to computers alone is not comprehensive, and it will
become an effective teaching tool and learning scene in future exploration.
(2) To view educational games as a means of education, which is still education. Taking "light
game" as game software, it not only contains the characteristics of electronic games, but also
should combine the teaching content to give play to the intrinsic motivation in the game, so
that learners can integrate into classroom teaching more efficiently, and the focus is still on
students' learning of knowledge in the classroom.
The characteristics of educational games are often as follows:
 Educational. According to fixed learning content and specific teaching objectives,
educational games embody knowledge and skills in the way of games and integrate
them into the games. Therefore, its educational value is obvious.
 Interestingness. The so-called game, this is its most obvious feature, its design uses
exquisite pictures, pleasant sound effects, fascinating stories and difficult levels, etc.,
integrate these elements into the teaching, will definitely affect the students, mobilize
their learning initiative, desire to learn knowledge.
 Virtual. When it comes to games, let's talk about their virtuality. Educational games
can create a virtual world that generates learners' visual, auditory, tactile and other
stimuli. At this time, time, space, dynamic, static and other stimuli can achieve a
very harmonious state.
 Challenges. With games, there are challenges. Learners can compete with other
participants, the Internet and themselves. Such challenges can give full play to their
personal potential, thus enhancing learning efficiency and motivation.
References:
 https://educationaltechnologyjournal.springeropen.com/articles/10.1186/s41239-017-
0042-5. Gamifying education: what is known, what is believed and what remains
uncertain: a critical review.
 https://www.sun.ac.za/english/learningteaching/ctl/Documents/Gamification%20in
%20education.pdfGabriela Kiryakova1, Nadezhda Angelova2, Lina Yordanova3.
Gamification in education:

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