The Impact of Gamification in Research and Education: A Communication Review
Farheen Islam,
Aprajita Krishna and
Sangeeta Kumari
SAP Gamification and Augmented Reality, 2025
Abstract:
Introduction: Traditional educational studies often focus on standard teaching methods and textbook-based learning. However, to enhance the effectiveness of learning and make it more engaging, it is widely recognized that classroom instruction should incorporate interactive activities. These interactive methods can be introduced by integrating playful classroom games, utilizing modern teaching techniques, and engaging students through methods that spark interest and motivationObjective: Gamification offers a simple yet powerful approach to motivate students, encourage learning, and promote the development of essential life skills. By fostering creativity and imagination, gamification helps boost student engagement and makes the learning process more dynamic and enjoyable. Gamification, the incorporation of game-design elements in non-game contexts, has emerged as a potent tool in both research and education
Date: 2025
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Persistent link: https://EconPapers.repec.org/RePEc:cwf:grarti:gr2025101
DOI: 10.56294/gr2025101
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