Based off of the article: How Does Gamification Affect the Learning Process?
Zealic's Cliff Notes
Gamification can make learning more effective. Currently, education methods are broad in order to reach as many learning styles as possible which isn't extremely efficient.
The main learning styles are:
Visual (relying on images and mind-maps)
Auditory (using sound, music, and rhythms)
Physical (learning by doing)
Verbal (using speech and writing)
Logical (relying on reasoning to help see the big picture)
Social or group learning
Solitary (learning alone or through self-study)
Adults/professionals are adapting to technology which is increasing their reliance on it for all of the activities and operations of their jobs. Technology now has a strong influence on all aspects of society.
Gamification's goal is to increase engagement and motivation of students and to keep their interest in order to continue learning.
Although games have started to become commonplace in the education realm, a stigma still remains and causes its use to be limited. That stigma remains becuase of:
Inadequate access to technology
Lack of professional expertise in integrating new technologies
Resistance to change
Gamification may optimize the understanding of new information
This can be done through some general aspects of gamified learning such as audio/visual presentations, micro-learning, and repetitive patterns. If new information doesn't make it to our long-term memory, then it will be lost. Long-term memory retention is a multi-layered process involving:
Integration of information
However, the first thing that new information has to get through is our working memory which can only handle small bits of information at a time. Miller has suggested that the human brain can process seven pieces of information at one time, which will be lost in 20 seconds if not further processed to reach long-term memory.
Once the new information gets into the working memory it is processed using visual and auditory channels. When that information is presented to both channels then the brain can take in that information but if there is information overload that process may not be effective. Because of that, it is best to present learners with small bits of information that are neatly organized in order for them to easily process it.
Due to the digital revolution, research has show that humans attention span has decreased from 12 seconds to 8 seconds. So now we have less time to engage learners, enter gamification.
Gamification can improve motivation and engagement
By adding in elements such as immediate feedback, accomplishments and achievements influence the learners drive to get engaged and stay engaged in learning games. Adding in the social element of gamed learning where learners have access to groups who are also engaging in the learning can also be very influential.
Gamification modifies the brain’s reward and pleasure center
It is well established that games can activate the brain’s pleasure circuits. Educational games are suggested to have the same influence because of the included elements of winning challenges or achieving a goal. This introduces an affinity towards the subjects that the learners are engaging with.
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Originally Written by: Matthew Lynch