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The Impact of Gamification in Research and Education: A Communication Review

Farheen Islam, Aprajita Krishna and Sangeeta Kumari

Gamification and Augmented Reality, 2025, vol. 3, 101

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 motivation Objective: 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:dbk:gammif:v:3:y:2025:i::p:101:id:101

DOI: 10.56294/gr2025101

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