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Feb 17th, 2019
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  1. Gamification is the use of game design elements in non-game contexts. From 2010 onwards the number of researches on how gamification affects students has grown considerably. By using it, teachers try to involve the students in the learning process by using playful elements such as score, badge, or leaderboard.
  2. The aim of the study is to show how in the national and international literature of gamification is reflected in the education (especially in special needs education) and what research results and experiences are available in connection to the teaching-learning process.
  3. Based on the results of international researches, students who have used gamification shown greater engagement and were motivated more than those who did it by the traditional methods. We currently have little scientific results in the field, although there are more and more people try to use gamification in education.
  4. The amount of research about gamification in special needs education is rather limited, although the existing results suggest that the use of gamification is beneficial for students with special needs.
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