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MSIT - 11788135
Prof. Cecille Genuino
Gamification
Presently, technology has influenced the way human live their lives. Undeniably, technological
advancements changed the typical ways of human in dealing business, social interaction, and
education. These days, usage of smartphones, tablets, and personal computers are staggering.
Video games found its place and users are dwelling on it. According to (Entertainment Software
Association, 2015) there are 155 million Americans who played video games. Statistics clearly
showed that four out of five United States of America households own a device used to play
electronic games. Given the promising forthcoming of video games as a root of leisure and
inspiration (Rigby & Ryan, 2011 as cited in Sailer, Hense, Mayr & Mandl, 2017) which motivated
the author to discuss the notion of gamification. Nick Pelling, a British developer and designer
established a firm known as Conundra in 2003. This was the first-time gamification put its
significance (Werbach, n.d.). The term gamification is referred to as the application of game
mechanics (points, badges, rules, levels and leaderboards) (Tolentino & Roleda, 2017) to a non-
game (lecture, recital, quiz, laboratory, etc.) framework. Gamification can be found in various
circumstances like education, social media, health and business. However, in this paper, the
author will discuss gamification in the field of education. Specifically, on the examination and
Gamification have various known advantages to learners in the field of education that can
leverage their learning environment and capacity. First, gamification learning can amplify
students enlistment. Students that are fully committed to the learning environment can leverage
their enthrallment and instigation. As soon as the learners perceives certainty about the learning
processes, immediately, they will become jaunty and engaging actors. In the recent study
concluded by Kaymbaolu, Oktekin, & Hac (2016) which provided two (2) assessment
methods: traditional instructional strategy (classroom based) and technology integrated teaching.
These were the techniques used in the research. During trial one (1) and two (2) result indicated
23% and 43% with poor performance when learners engaged in a conventional school room
students, outcome shows significant increase of 75% and 81% with high performance. Lepper et
al. (1993); Lieberoth et al. (2014); Ryan & Deci (2000) (as cited in Pederson, Svenningson, Dohn,
Lieberoth & Sherson (2016)) also conducted a study with regards to learning physics through
gamified mathematics. The result strongly suggested that gamification galvanized learners to
engage in the activity. The engagement of students learning in a classroom can be addressed
by integrating the concept of gamification. This concept is evidently hand focus and motivation to
Second, no matter how much the instructor set goals and aspirations for learners, it is difficult to
execute if the participants itself is not enthusiastic about what they are schooling. Gamified
learning lesson if fun and interactive. Hatten (n.d.), a professor of education psychology in St.
Mary's College of California, she posted her instructional material in study.com. It defines the
interactive learning as practice and participating avenue to education. Some students will only
act and participate to the learning environment when they feel it fun and satisfying. Lombardis
(2012) paper found out the main goals of every video game; this is to provide fun and satisfaction
to the users. This scenario is true when a specific game was a hit to the gamers because it met
the psychological needs of the end users. Using gamification, learning lessons in school if no
more tiresome but fun which then resulted to interactive learning student and the learning
environment.
Third, conducive learning process as suggested by neurochemistry is regulated by chemical
compounds perspire by human body. It helps knowledge retention to a long-term memory. Wroten
(2014) sporting an electronic simulation, our body responds by secreting specific hormones. This
hormone is called endorphin also known as endogenous morphine. Endorphins are puissant that
mirrors excitement, success, and achievement. These are true when engaging video games. In
this regard, developers and researchers are augmenting these capabilities of endorphins through
in success of captivating people. Moreover, the catalyzed endorphins while playing game can
boost memory which can heavily affect the learning status of a student. Lombardi (2012) studied
language acquisition through gamification, when a gamified approach executed and designed
accordingly generates affirmative feeling. This will likely improve the input (acquisition) of
Fourth, Ericson (2013) stressed that electronic or computer games are widely condemned by
myriad like guardians and experts because of its bad effect to human brain and health. Despite
of its negative implications, Ericson (2013) suggested that there are definite types of games that
can help improve brain capacity to strategic decision making. Decision making is a process of
taking response among all possible substitute present. Video game like StarCraft manifested a
(Mental Health Blog, n.d.). This ability is useful for learners in various ways in school. Learners
who are trained such skills can manage changes and transition smoothly. Gamified learning will
benefit these advantages since gamification is derived from game design approach applied to the
education. For example, Eichenbaum, Bavelier, Green (2014) in a real-world scheme, you're
heading to train station to have a safe ride going to office, suddenly, a pal yelled at you that caught
your attention. In a span of time, there are relatively many tasks to be achieved like you need to
converse with a confidant, buy a ticket and identify the right train to ride on. The entire task should
be done in noisy and uncomfortable surroundings. This is an example of cognitive flexibility in a
work. In the same manner, students given numerous assignments, projects, lessons to study and
activities. As mentioned earlier, these traits are achievable through keen selection of appropriate
activity to prioritize. Prioritization of activities a form of decision making skill at work. Gamification
has seen a bright side of developing student's cognitive flexibility and decision-making ability to
Lastly, Doig (2012) wrote an article Can Gamification Increase Student Productivity?, his
iterations state that gamification can adjoin components in undertaking students combatting
difficulties to some tedious subjects. In addition, Doig (2012) stressed that gamification can boost
development and progress over time. Which later a basis of providing rewards to the learners
Usually, these dividends are so called intrinsic rewards. Tolentino and Roleda (2017) discussed
intrinsic dividends which derived directly from business perspective that eventually applied to the
field of education. Gamification intrinsic rewards are points, badges and leaderboards which
trigger learners to aspire to do more. Past research of Srivastava and Barmola (2011) believed
that motivation (reward) is factor to higher productivity. Generally, when engaging games, users
are more sophisticated to the task when there is reward(intrinsic) in the end. Finding of Ryan and
Deci (1999) in self-determination theory illustrated the intrinsic impetus persuade human urgency
for competence, relatedness, and autonomy. When these are met applied to gamification,
learners are presumably to achieve their intentions. Thus, if goals are met, productivity is the
outcome.
In conclusion, gamification suggests five known benefits to the learners. The prior researches
provide significant results of using game framework to a non-game set-up specifically in the field
of education. Gamified learning assists learners in leveraging their engagement to the classroom,
interaction between them towards the lesson, improves stillness of knowledge absorption,
acuminate intellectual resilience and escalate their productivity. However, these deliverables are
impossible to obtain if the gamification itself is not well-designed and executed properly to allure
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