Gamification for Education 5.0

D. Ramya Chitra · Auerbach Publications eBooks · 2021

Gamification uses game-like attributes in the educational context, which helps users to achieve their goals and overcome their negative orientation towards the system. Games developed for education are not restricted to age, culture, or subject and were very active in apprising the tasks presented by the user. Hence, this chapter provides augmented reality games that can change students&s; learning practice. Some of the popular tools for gamification of math programs, language learning, and classroom platforms adapted to all platforms are given. The case studies of using gamification in school education for music, biology, mathematics, literacy, and vocabulary learning, and in higher education for information studies, computer science, computer organization and cloud computing, library, Unified Modeling Language, mathematics, vocational courses, factory management, manufacturing training, software development, French language, software engineering, etc., are given with the features used and the results. Finally, the effects of gamification on students&s; satisfaction, cognitive load, and social problems are described.

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