Kategorier: Alle - skills - cost - balance - motivation

av NAYELI CHECA 4 år siden

180

GAMIFICATION

Gamification as a training method presents several challenges and considerations. The balance between engaging gameplay and educational value is difficult to maintain, making it hard to cater to diverse learning styles and interests.

GAMIFICATION

GAMIFICATION

Implement

Game-based learning implies using the functioning and mechanics of the game in an educational context, thus taking advantage of its advantages as a motivating, social and interactive element. To do this, various strategies can be put into practice and the resources made available to us by the Internet can be used.
7. Set levels of increasing difficulty.
6. Come up with a motivating competition.
5. Create a system of rewards (badges).
4. Establish the rules of the game.
3. Set a specific challenge.
2. Transform the learning of skills and knowledge into play.
1. Define a clear goal.

Techniques

Mechanical technique
It is the way to reward the user based on the goals achieved. Some of the most used mechanical techniques are the following:

Missions or challenges: manage to solve a challenge and objective set, either alone or as a team.

Challenges: competitions between users, the best gets the points or the prize.

Classifications: classify users based on points or objectives achieved, highlighting the best in a list or ranking.

Gifts: Goods that are given to the player or players for free upon achieving an objective.

Obtaining prizes: as different objectives are achieved, prizes are awarded as a "collection".

Level escalation: a series of levels are defined that the user must overcome to reach the next one.

Accumulation of points: a quantitative value is assigned to certain actions and they are accumulated as they are carried out.

Dynamic techniques
They refer to the user's own motivation to play and continue to achieve their goals. Some of the most used dynamic techniques are the following:

Competition: for the simple desire to compete and try to be better than others.

Achievement: as improvement or personal satisfaction.

Status: establish yourself at a valued social hierarchical level.

Reward: get a deserved benefit

Concept

The three elements of gamification:
Components are the resources and tools used to design a specific activity. Either an LMS platform or a website specially designed for the gamification process.
The mechanics are the basic components of the game, such as the rules, the engine and the operation.
The dynamics are related to the motivation of the participants: they explain how the player behaves and the needs that the game satisfies.
One of the main keys when applying it is that the students have perfectly assimilated the dynamics of the game that will be carried out.
Gamification is a learning technique that transfers the mechanics of games to the educational-professional field in order to achieve better results.

Disadvantages

The possibility of creating a temporary motivation. Motivation based exclusively on winning prizes is diminished once it is no longer something new.
In order to obtain the rewards, all players must assume the same objectives, which makes it difficult to accommodate different interests and learning styles.
The balance between playfulness and training is very difficult to achieve, and if the activity loses its educational character, it will be unproductive.
Danger for the formation of values. If it is not well applied and tutored, gamification can lead to excessive competitiveness.
Gamification is very good to develop a whole series of skills, but others such as speaking are very difficult to develop.
Possibility of being distracted by the game and the consequent loss of time / productivity.
One of the fundamental disadvantages is the high cost involved, since the production of audiovisual educational materials in accordance with the quality principles of gamification and the need for a total renovation of the educational material and tools used represents a significant outlay.

Topic principal

Advantages

—Better use of time in class.
—Adaptation to each student: gamification allows adaptation to the needs and rhythm of each student. Personalization facilitates learning more tailored to diversity.
—Digital literacy: this first contact with computers and new technologies allows one to become familiar with the most basic levels of digital literacy.
—Improvement of psychomotor skills: greater visual dexterity, hand-eye coordination, among others.
—Improvement of cognitive abilities: development of memory, of logical thinking.
—Concentration: something common in any game and that is not always easy to achieve with young students.
—Cooperation: greater capacity for conflict resolution, cooperation and teamwork. This, in turn, encourages socialization among the peer group.
—Motivation: to stimulate interest in those tasks or learning that may be more complicated or unattractive. Doing it in a playful way facilitates the internalization of concepts.