Games are fun! Not just for kids, but for grownups too. Some people love games so much, they make a career out of it. Others, well, they can go on playing an interesting and engaging game for hours, forgetting all else. Gaming generates engagement like few other things can!
A similar kind of engagement can be achieved in education by integration of gamification. Games, smartly built, incorporating curriculum objectives in mind, can ensure higher learner participation and motivation. In addition, they can boost imagination, perseverance and give a fillip to a child’s creative abilities. In short, gamification ‘makes the difficult stuff more interactive and fun’, helping to engage students and motivating them to face challenges.
Not just this – students learn better when they have goals, targets and achievements to reach for, of course in a way the learner still perceives as fun.
We’ve also already known for some time that combining games with learning has its benefits. Today, many game-based learning techniques are used in both the online and offline format. In this guide, we’re going to explain the benefits of gamification in learning and how it is an effective way of educating students today.
Improving attention span
Today, the average attention span of a student is an appalling 8 seconds. Game-based learning motivates students to pay more attention during learning because achieving digital milestones can prove to be strong psychological motivators in a non-competitive way, and can drive students to explore their areas of interest and accomplish academic goals.
Reduced disruptive behaviour
Game-based learning platforms use elements along with the core study material to engage learners. Since children will be more occupied in interactive learning, they will have less distraction. When it comes to Extramarks, students can watch the same video lectures numerous times, as and when needed. In addition, they can practice the learnt concepts via several interactive, game-based modules. Gamification is leveraged for different age groups of students at Extramarks, with customization keeping age-specific learning behaviours in mind. Lil One by Extramarks is an important example, where the approach of Tap-Learn-Play is employed to make learning fun for kids, and several games – from simple cognition based games to higher order adventure trails – are integrated to create a thrilling learning path for children.
Makes learning fun
This is a simple, but nevertheless, important objective. Game based learning is immersive. It is exciting and entertaining. It pulls students towards it, by adding a playing on the psychology that drives human interaction and engagement. A lot of game based learning can also be based upon real world application of text-book concepts, hence gives students a glimpse of the context in which the learning can be applied. All of these factors combined ensure that learning doesn’t become dull or boring.
Gamifying a lesson or syllabus creates a wholesome opportunity for every learner. It has a large impact, not only on how students experience their education, but it is also effective in shaping their social behaviour and cognitive abilities.