Future Directions of Gamification in Education

Future Directions of Gamification in Education

DOI: 10.4018/978-1-6684-3710-0.ch007
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Abstract

The use of technology within the 21st century to assist with Millennials provides the opportunity to explore unique opportunities for designing new approaches not just for education but also for the industry. Bridging communities helps with retention and engagement and supports through a variety of different devices too, for example, VR, AR, mobile learning, massively multiplayer online (MMOs) like Pokémon Go to sensory devices like the Kinect. It is these combinations of technology mixed with learning theories that can have a positive effect while addressing various health and well-being issues such as stress and depression. This chapter explores a variety of topics and how to bridge the gap with several scenarios while providing useful insights on opportunities and challenges.
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Exploring Evolving Technologies For Gamification Techniques

Gamification has seen a rapid expansion of development and evolution to which it be able to be applied to a variety of different disciplines and technologies. Cotton & Patel, (2019) and Costello & Lambert, (2019) indicate that future trends of gamification are lending towards mobile devices as this includes the abilities to focus on health, anxiety, depression, wellbeing and while challenging individuals with goal-setting, group activities and challenges, and supportive approaches. Mobile applications within gamification would enable the learner or individual within the industry to harness new skill sets and improve specified behaviors dedicated to a particular discipline. This behaviour of change as mentioned by Cotton & Patel, (2019) and Legaki, Karpouzis, & Assimakopoulos, (2019) has the benefit of providing effective way of using a combination of pedagogical strategy and experiential learning strategies to create a positive impact while emphasize the educational context and establishing a relationship between different types of learners. This approach is focusing heavily on the use of gamification when applying types of gaming elements and strategies, to target behavior and prepare them for society and industry. Scholefield & Shepherd, (2019) builds upon the research by (Cotton & Patel, 2019; Legaki, Karpouzis, & Assimakopoulos, 2019) and indicates that there should be a drive to develop additional skills relevant to industry to improve society awareness and in particular Internet of Things (IoT) as there been an increase of online banking, and e-commerce through mobiles. This social incentive can influence and motivate individuals with their behavior when dealing with social media and how to protect against negative influences. The research carried out by Fang, Ma, Mo, Zhang, Xiang, & Zhang (2019) is similar to Scholefield & Shepherd, (2019) in that gamification can be used to inform and improve behavior of individuals relating to the use social media and how to enhance interest based on maintaining healthy lifestyle, through their use of mobile technologies.

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