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EDU 270 Presentation

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jamesthezine5
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Running Head: Research Paper

Research Paper

By

Djemps Thezine

Caribbean Nazarene College

In partial fulfilment of the requirements for

Course: 270 Technology in the classroom

Lecturer: Sally Mayers

Date: November 7th, 2024


The Positive Effect of Using Gamification to Teach 13-Year-Old
Students

Introduction

In today's digital age, traditional teaching methods are increasingly being supplemented

or replaced by innovative technologies that capture students' attention and improve learning

outcomes. One of these methods is gamification, where game-based elements are integrated into

educational contexts to motivate and engage students. According to McCarthy J. (2021) “in

education, gamification is intended to transform traditional lessons into an enhanced learning

experience where students choose to explore and practice content, earning badges and status

benefits.” This paper is discussing the effectiveness of gamification in teaching 13-year-old

students, focusing on its application in modern classrooms, the reasons for its use, its benefits

and how it improves teaching, particularly in the Caribbean context can improve positively.

Understanding Gamification in Children Education

Gamification has the potential to serve as a transformative instrument for educating

adolescents aged 13, a demographic of learners who frequently seek autonomy, engagement, and

challenges. According to student trends research, “the number of 2–15-year-olds playing games

on smartphones has jumped up 93% since October 2020 [Dubit Limited, 2023]. Children are

attracted to games when they are outside of school, and this means that when familiar game

elements are brought into the classroom, students respond to them automatically in the same

focused and motivated way.” At this developmental stage, students exhibit an increasing

fascination with digital technology and are well-acquainted with interactive experiences offered

through video games and social media platforms. Gamification capitalizes on these inclinations

by amalgamating the enjoyable and motivating facets of games with educational material. For

instance, students may accumulate points or badges as a reward for completing assignments,
progressing through various levels of complexity in lessons, or collaborating to resolve intricate

problems. These game-like components promote participation, perseverance, and collaboration,

which are vital for achieving academic success.

Additionally, one of the primary advantages of incorporating games into educational

settings is that it provides students with immediate feedback, which serves as a potent motivator.

In contrast to traditional testing methodologies, where feedback may be delayed by days or even

weeks, game-based learning enables students to ascertain their performance instantaneously.

McCarthy J. (2021) states that “Students invest time in and outside the classroom to complete the

challenges, such as doing extra readings, video viewings, and practice activities.” This prompt

feedback facilitates students in recognizing their progress, identifying areas for potential

enhancement, and adjusting their study strategies as necessary. Furthermore, gamification

typically encompasses mechanisms for monitoring progress and offering rewards, which allows

students to visualize their academic growth. Such experiences can engender a sense of

achievement that enhances their self-assurance and fosters a greater enthusiasm for learning.

Moreover, another reason gamification works well in today's classrooms is that it can

make learning more personal. Every student has their own way of learning, and traditional

classrooms don't always offer the chance for one-on-one teaching. Gamification lets learning

paths change to fit each student's needs. For example, a gamified math program might give easier

problems to students who are having trouble, while giving harder problems to those who are

doing well. This kind of personalization makes sure that every student is both challenged and

supported, making the learning environment better and more inclusive.

Why Gamification Can Be Utilized in Classrooms


Gamification embodies a pedagogical approach that effectively corresponds with the

central aims of 21st-century education, which prioritizes skills such as critical analysis,

teamwork, innovation, and digital competence. Educational institutions are now tasked with

equipping students not solely for academic achievement but also for the demands of the

contemporary job market, where technological proficiency and problem-solving capabilities are

of paramount importance. Through the integration of gamification within the educational

environment, educators can facilitate the development of these essential skills in a manner that is

engaging and enjoyable for students.

Additionally, gamification can connect traditional education with modern technology.

While many schools are adding digital tools like tablets, laptops, and interactive boards to their

classrooms, these tools are often used in simple ways, such as showing information or replacing

textbooks. Gamification, however, uses technology actively by encouraging students to interact

with digital tools in a useful and meaningful way. For example, a science class might use a

gamified app where students can do virtual experiments, earn points for correct predictions, and

work with classmates to solve science puzzles. This kind of active use of technology not only

makes learning more fun but also helps students build important digital skills needed for success

in the 21st century.

Furthermore, another reason gamification works well is that it encourages a growth

mindset. In a gamified setting, failure is usually seen as part of the learning journey. Students are

motivated to try again, learn from their errors, and get better. This is different from the fixed

mindset that can happen in regular classrooms, where students might feel down because of bad

grades or criticism. By turning challenges into chances to grow, gamification helps students

become more resilient and have a better outlook on learning.


The Benefits of Using Gamification in Children Education

A big advantage of using gamification in education is that it boosts student motivation.

Many students find traditional teaching methods boring or repetitive, especially if they aren't

actively taking part in the learning. Robitaille S. (2013) states that “One of the major benefits of

using gamification within the classroom is how it helps motivate your students to want to learn,

thereby boosting engagement.” Gamification makes learning more fun and rewarding, which can

get students more interested in the material. For instance, earning points or unlocking new things

gives students quick satisfaction, making them more eager to stay focused and finish their work

with more excitement.

Moreover, gamification promotes teamwork and social learning. Many gamified systems

involve elements of competition or teamwork, which can motivate students to work together

towards a shared goal. This is especially helpful in a classroom, where collaboration is a crucial

skill for students to develop. By taking part in team challenges or friendly competitions with

their classmates, students can learn to communicate well, share ideas, and solve problems as a

group. These social interactions not only improve learning but also help students develop

important social skills.

Gamification can also help improve how well students remember what they learn and

how long they keep that knowledge. Research shows that when students are involved in activities

where they do things themselves, they remember information better than when they just listen or

watch. Gamified lessons make students use their knowledge to solve problems or finish tasks in a

game setting. This hands-on experience helps them remember the material better over time. Plus,

by making learning enjoyable and rewarding, gamification can create a positive feeling about

education, boosting motivation and encouraging a lifelong interest in learning.


Enhancing Teaching in the Caribbean Context

In the Caribbean, where schools often have fewer resources, using game-like activities in

teaching can be very helpful for making education better. Many schools in this area have

problems like big classes, not enough technology, and a shortage of expert teachers. Game-like

teaching can help solve some of these problems by offering a flexible and adaptable method that

can be used in many different subjects and for students of all ages. According to Walcott P.

(2016) “Many studies have reported improvements in students’ enjoyment, engagement and

learning through the use of new media to provide solutions to learning challenges. New media,

such as video games, keeps younger demographics engaged and motivated for many hours a

week”

One important benefit of using games in education in the Caribbean is that it uses

students' knowledge of digital tools. Caribbean young people, like those in other parts of the

world, are more and more connected to the internet and social media, and they often know how

to use smartphones and other devices very well. By adding games to the classroom, teachers can

use these skills and interests to make learning more interesting and easier for students. For

example, a geography class could use a game app where students explore different parts of the

Caribbean, earning points for recognizing landmarks or finishing quizzes about local history.

Additionally, gamification can help reduce educational inequalities by offering students

chances for tailored and varied learning experiences. In many Caribbean nations, students from

less fortunate families might find it hard to keep up with their classmates due to a lack of

resources or support at home. Gamified learning tools, which can be used on phones or tablets,

provide an affordable way to give personalized lessons that fit each student's needs. This can
help narrow the performance gap and make sure that all students, no matter their background,

have access to good education.

Lastly, gamification can help build pride in Caribbean culture and regional identity. By

using games that teach about the Caribbean's history, culture, and geography, educators can help

students feel a stronger connection to their local area and heritage. For instance, a history teacher

could create a game where students pretend to be important historical figures, solving problems

related to the region's colonial history and independence struggles. This kind of interactive

learning not only makes the subject more fun but also helps students understand and value the

unique cultural background they come from.

Conclusion

Gamification is a strong method for improving education in today's classrooms,

especially for 13-year-olds who are in a crucial phase of growth. By making learning more

interactive, exciting, and tailored to each student, gamification can help young learners build the

abilities and mindset they need to succeed in the modern world. In the Caribbean, where

educational difficulties are often made worse by limited resources, gamification offers a versatile

and expandable solution that can boost learning results for all students. As technology continues

to change the future of education, gamification is expected to become even more important in

creating fun and effective learning spaces for students everywhere.


References

McCarthy J. (2021, December 13). Using Gamification to Ignite Student Learning.

https://www.edutopia.org/article/using-gamification-ignite-student-learning/

McNaughton H. (2024). https://blog.discoveryeducation.com/gamification-in-the-classroom


learning-through play/#:~:text=Gamification%20is%20the%20practice%20of,become
%20more%20receptive%20to%20learning

Robitaille S. (2013). 5 Benefits of Bringing Gamification to Your Classroom.


https://www.amisa.us/post/5-benefits-of-bringing-gamification-to-your-
classroom#:~:text=Gamification%20makes%20learning%20fun.,new%20that%20they've
%20learned!

Walcott P. (2016 April, 1) Caribbean Educational Research Journal.


https://www.cavehill.uwi.edu/fhe/education/publications/past-issues/volume-4-number-1-
april-2016/articles/9_cerj-vol-4-no-1-walcott-and-corbin-babb.aspx

Hannah McNaughton-Hussain

by Hannah McNaughton-Hussain

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