Gamification to Increase Engagement and Impact on Students Through Education Process | ||||
International Design Journal | ||||
Article 27, Volume 14, Issue 6 - Serial Number 64, November and December 2024, Page 375-386 PDF (940.96 K) | ||||
Document Type: Original Article | ||||
DOI: 10.21608/idj.2024.312514.1177 | ||||
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Author | ||||
Rania EA Ezzat Amin ![]() | ||||
October University for Modern Science and Arts (MSA) | ||||
Abstract | ||||
the research Discuss topic on how interactive games can be a useful tool used in education to assist in the learning process of students and discuss what useful games are and how they affect the learning environment of the students as well as consider how interactive games in education give motivation and motivation to learners. This research paper will also discuss the behavioural and social effects of video games, by utilizing students' passion for interactive games, gaming in the classroom increases engagement and learning. Games and play are not new concepts in the field of education. These methods have long been used by educators and other stakeholders to reach learning objectives. And due to its many benefits, online education (with gamified tools) is currently fully taking control. Research has demonstrated that the use of gaming and digital media in the classroom may significantly increase student engagement. As a matter of fact, it facilitates the personalization of lessons for diverse learners who have varying learning styles and paces. By utilizing students' passion for interactive games, gaming in the classroom increases engagement and learning. The integration of esports clubs and courses into educational institutions improves cognitive abilities like strategic thinking and problem-solving. | ||||
Keywords | ||||
Gaming; motivational theories; behavioral theories; educational technology; digital games | ||||
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