Thursday, July 9, 2020

Gamification in the United States High Schools Response - 1375 Words

Gamification in the United States High Schools Response (Essay Sample) Content: The ChairpersonNational Education AssociationWashington, DCDateDear Sir/ MadamRe: Gamification in the United States High SchoolsGamification is a term that has been applied since 2003 as a means of influencing real world and online behavior. The concept of gamification is implemented via mobile apps and software apps that lead people to undertake certain actions, such as playing games, whereby they earn rewards in return. Thus it creates a game experience out of something so that the act becomes more interesting and engaging. Gamification takes the enjoyable aspects of games, that its, challenge, play, and fun, and apples them in real world scenarios (MartiÃŒ -ParrenÃŒÆ'o, MeÃŒ ndez-IbaÃŒ nÃŒÆ'ez, Alonso-Arroyo, 2016). Since its emergence, gamification has rapidly expanded as it gained application in various fields. Some of the key areas that have seen innovative application of the concept are the employment and education sectors. The application of the concept ha s made work fun in various organizations across the globe. In education, the concept has opened up a new dimension in learning, which has transformed the manner in which children learn, participate in schoolwork, and respond to learning activities. Video games were first utilized in the entertainment industry. Because of video games, the entertainment indust...

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