{"id":29161,"date":"2020-11-26T10:28:35","date_gmt":"2020-11-26T09:28:35","guid":{"rendered":"https:\/\/www.intellias.com\/?p=29161"},"modified":"2023-05-15T15:43:53","modified_gmt":"2023-05-15T13:43:53","slug":"ready-student-one-the-value-of-gamification-in-education","status":"publish","type":"blog","link":"https:\/\/intellias.com\/gamification-in-education\/","title":{"rendered":"Ready Student One: The Value of Gamification in Education"},"content":{"rendered":"

Those who were born in the last century enjoyed a relatively gadget-free childhood. Their toys and playgrounds were different: they never had the luxury of carrying the entire Encyclopedia Britannica in their pockets or resorting to Alexa or Siri when in doubt. Education, too, was different.<\/p>\n

Today\u2019s students are not limited in their choice of resources. Digital natives by birth, they view the Internet as a vast information mine and are great at learning on their own. However, when it comes to diving into highly specialized domains, most people can only master their chosen topic in the classroom, either physical or virtual<\/a>.<\/p>\n

Zoomers (people born around the turn of the millennium) have their own ideas on what education should be and, unlike previous generations, are not motivated just by the pure sense of academic achievement. They want to be recognized for their achievements and enjoy a sense of competition. However, there is something the zoomers have in common with older generations \u2014 the love of playing games.<\/p>\n

Today, with the additional pressure caused by the COVID-19 pandemic, educators around the globe are trying to get students interested in online studies. eLearning gamification, coupled with high-quality eLearning software<\/a>, seems to be the solution they\u2019ve been looking for.<\/p>\n

This article is a step-by-step guide for educators on how to use gamification in their everyday practice, disclosing the following:<\/p>\n