Gamification is the use of game-based elements (such as point scoring, implementation of goals, and competition) and game principals in non-game contexts. It is the application of elements of video games, game-thinking, and game-mechanics to help solve everyday real-life problems. It has emerged as a promising area of imparting education. It transforms students from passive participants to active ones. It assumes that students learn best when they are also having fun. The goal of gamification is to maximize teaching and engagement by capturing student interest and inspiring them to continue learning. This paper provides an overview on gamification in education and its applications.
games, gamification, education, learning
International Journal of Trend in Scientific Research and Development - IJTSRD having
online ISSN 2456-6470. IJTSRD is a leading Open Access, Peer-Reviewed International
Journal which provides rapid publication of your research articles and aims to promote
the theory and practice along with knowledge sharing between researchers, developers,
engineers, students, and practitioners working in and around the world in many areas
like Sciences, Technology, Innovation, Engineering, Agriculture, Management and
many more and it is recommended by all Universities, review articles and short communications
in all subjects. IJTSRD running an International Journal who are proving quality
publication of peer reviewed and refereed international journals from diverse fields
that emphasizes new research, development and their applications. IJTSRD provides
an online access to exchange your research work, technical notes & surveying results
among professionals throughout the world in e-journals. IJTSRD is a fastest growing
and dynamic professional organization. The aim of this organization is to provide
access not only to world class research resources, but through its professionals
aim to bring in a significant transformation in the real of open access journals
and online publishing.