Gamification of Learning to Boost Students' Motivation and Study Engagement

Gamification of Learning to Boost Students' Motivation and Study Engagement

Laila Zeroual (Abdelmalek Essaâdi University, Morocco)
DOI: 10.4018/979-8-3693-2973-3.ch013
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Abstract

First introduced in the early 2010s, the term “gamification” is now widely used. It has been implemented in fields as varied as marketing and healthcare or crowdsourcing. Here, the authors focus on its use in education. Today, many students lack motivation and show little interest for learning in class. Given the choice, many would rather play video games than read a book or complete an assignment. This study was conducted to identify the potential effects of gamification on learner motivation and engagement. The study was carried out involving students enrolled at a Moroccan university. The major findings of the study showed that gamification had a positive effect on students' lives. This was shown by their greater motivation to learn and their commitment to taking part in the games.
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