According to the statistics, the average gamer is actually 35 years old. Almost seventy percent of them are women which means that there is actually more adult women playing games.
This video is remarkable to watch. Because those ideas belong to a student. This is a different perspective in order to grasp gamification in education. When we have watched these videos, we clearly agree that gamifyingis a powerful influence in education.
Today most of us has shaped their education system in terms of gamification. It is possible that majority of us has learnt English by means of gamification. However, the rest of them are not aware of gamification while some teachers are trying to implement gamification to their classes. Unfortunately, they keep this teaching process with the traditional education system. It is admirable that we have benefited from the traditonal educational way throughout history. However, the time is not the same. When time goes up, we have to change ourselves, our world. Because tis is an inevitable change in our life. If we want to take advantage of the education, we have to implement some different kinds of innovations.
Finally we should decide whether gamification will be funny or didactic or not. In the light of this dilemma, we can conclude 'What are the objectives of the learning process? After students have played this video game, what can they benefit from this? Hence, we should determine our objectives first.
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