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Gamification Benefits: Part 2 – Increasing Positivity Toward Learning


Image by Russell Watkins via Flickr

According to a National Research Council study reported by Forbes, over 40% of high school students are chronically disengaged from school.

What does this mean? It means that almost half of high school students in the study reported being bored in class for an extended of time each day, and being bored caused them to be less invested in paying attention and participating in discussions.

Gamified learning is a perfect way to combat this issue: if classes are more about interaction and less about sitting through boring lectures, students will have a more positive opinion about their learning and be more engaged and attentive in their classes. ​

Think of how much more lively the educational environment would be if secondary-level students showed up to class every day excited to be learning something! Most children are interested in school at the elementary level, but many lose this interest by middle school as the learning format

changes. Instead of focusing on actual learning, students become fixated on memorization, completion of homework, and grades. The pressure to have a good GPA often ruins the potential for an enjoyable learning experience. Students would feel a lot less of that pressure if they enjoyed their classes because they would be more motivated to do well. They would also learn better, as motivation has been all but proven to enhance learning.

Now, how exactly can gamification be used to increase positivity? Just the simple act of introducing gamified software to your class has the potential to turn class energy on its head and raise those homework completion rates. Sites like Socrative and Quizlet engage students while helping them learn; their highly interactive software and immediate feedback keep students interested. Their versatility makes them great study and review tools for any subject, from language to math to history.

Until next time!


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