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
References: Add references at CitEc
Citations:
There are no downloads for this item, see the EconPapers FAQ for hints about obtaining it.
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:dbk:gammif:v:3:y:2025:i::p:101:id:101
DOI: 10.56294/gr2025101
Access Statistics for this article
More articles in Gamification and Augmented Reality from AG Editor
Bibliographic data for series maintained by Javier Gonzalez-Argote ().