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The project In today’s digital generation, gamification has become a popular tactic to encourage specific behaviours, and to increase students’ motivation and engagement to get the knowledge and skills. Though commonly found in marketing strategies in business among companies, it is now being implemented in many educational programs as well, helping educators to find the balance between achieving their objectives and students’ educational needs.
According to Kapp gamification is “using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems.” (Kapp, 2012). It has been proven by the research that gamification has increased enjoyment, engagement, motivation, participation and learning (Cheong, Cheong, & Flippou, 2013; Su & Cheng, 2015; Tsay, Luo, 2018; Subhash & Cudney, 2018). At the same time gamification is an international tool which can be used in different educational systems, adapted according to the teachers’ individual needs and widely spread to the teachers’ practice. There are different ways of teaching and different ways of using gamification in every country, so that is why it is very useful to create a partnership on an international level and to share the best practice and ideas connected with implementation of gamification in the learning environment.