How has any one of the classroom cases provided suggests positive uses in the future?

One classroom case that stands out for providing positive engagement and interaction in the classroom for the future would be research study over gamification in the University in Istanbul. Gamification in the classroom is centered around transforming the classroom environment and regular activities into a game. It requires creativity, collaboration and play. There are numerous ways to bring games and game playing into the classroom to promote learning and deepen student understanding of subject matter (5 Ways to Gamify Your Classroom | ISTE, 2021).The gamification impact on education by blockchain platforms like Hive Education and Buzz can have positive aspects on education in many ways. The education system is a system in an engagement crisis says Scott Hevert, an educator who endorses gamification in education (TEDx Talks, 2018)”. These specific case study at the University in Istanbul lasted for the duration of a 8-week education period, “Gamification Elements, as well as the effects of Gamification Tools and Technologies, Modern and Digital Gamification Examples, Teaching Gamification Applications, Positive and Negative Effects of Digital Games on Children and Digital Guidance to Families'' were all taught. Information about the gamification applications such as Classdojo, Duolingo,Kahoot, Memrise, Pixel Press Floors was given to the parents and they were asked to create accounts so they could use them with their children at home. Throughout the study, parent and their children performance was evaluated in and outside of the class through activities. The main purpose of gamification is to provide a personal experience to its users, to ensure user participation and to increase motivation (Hassan, Dias, & Hamari, 2019).

The results of this case study showed that many younger participants favored the gamification course and were motivated by the tokens collected and learned more in the process. It was concluded that their children act according to their motivation sources and as a result, they understand them better. It was determined that their prejudices about the games changed, they realized that there could be useful games, and they understood their children because their approaches changed Hassan, Dias, & Hamari, 2019). Gamification provides a new perspective to education in an increasingly globalized world. It is becoming more and more user-friendly and development-oriented. Outside this case there are many others that strongly support the use of gamification in education as a motivation and engagement component.

5 Ways to Gamify Your Classroom | ISTE. (2021). Iste.org. https://www.iste.org/explore/In-the-classroom/5-ways-to-gamify-your-classroom#:~:text=Gamification%20is%20about%20transforming%20the,student%20understanding%20of%20subject%20matter.

Hassan, L., Dias, A., & Hamari, J. (2019). How motivational feedback increases user’s benefi ts and continued use: A study on gamifi cation, quantifi ed-self and social networking. International Journal of Information Management, 46, 151-162. DOI: 10.1016/j.jnfomgt.2018.12.004

TEDx Talks. (2018). The Power of Gamification in Education | Scott Hebert | TEDxUAlberta [YouTube Video]. In YouTube.

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