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Hacking Children's Learning: Why Gamification Technology Has The Answer

This article is more than 6 years old.

The problem with learning in recent years across all levels of schooling is that, somewhere along the way, we lost how to make it fun. Instead, it’s become a chore or punishment to kids and their parents. In reality, learning should be fun as it once had been.

There is hope that fun can be put back in the learning equation for kids thanks to a new breed of educational, professionally created app that is poised to augment the way children learn in schools and at home.

These apps use what is known as gamification in which certain game elements are employed to entertain while educating or improving skills and productivity. Gamification of learning has been a hot topic for some time, and a slew of research studies have proved the link between increased engagement and better learning among children.

Gamification Elements That Engage

For example, one study identified some key elements of gamification that were found to improve engagement, and learning, among students who took e-learning courses that had gamification elements within them.

These elements include a way to personalize profiles and use avatars in order to create their own version of themselves; create chapters that divide up the action (and learning) to build in interest and help with retention; and create some type of incentive to continue like accumulating points, earning badges, or reaching some status. Be sure to also use deadlines to encourage further involvement, make it as social as possible, and offer a way to turn those rewards into something tangible they can use outside of the learning course.

Mobile Devices Further Gamification

The availability of mobile devices and their preference among adults and children has grown significantly. According to research by Deloitte, by mid-2016, almost two-thirds of UK adults had access to a tablet. Most schools have also invested heavily in smart boards and in-class tablets in order to capitalize on this interest.

With these mobile devices, many children already access games and online activities, so they are accustomed to how they operate and are drawn to the interaction they offer versus non-digital media, toys, and traditional learning tools. A generation used to using mobile devices for most activities is ripe for new apps that are changing the way in which learning is offered.

A New Way To Read

Those behind these learning apps understand the value gamification plays in making critical changes to the learning environment for children, bringing fun back to the overall experience.

According to Tali K. Gadish, founder of The Library of Miss Gadish, “Gamification was definitely part of the strategy from the beginning of turning Miss Gadish into an app that would encourage reading and stimulate the imagination. In my previous experience with Dreamworks, I saw how quickly children and adults took to any apps that were created for various animated films that included elements of gamification. I knew it had to be central to what we were creating. That’s why we added stars and shapes that readers collect at each level that incentivizes them to continue through the series of books to get a reward for their accomplishments.”

To ensure that the gamification features are doing their job, Gadish and her team had an educational testing methodology framework built into the app. This has enabled the team to make necessary improvements and tweaks that enhance the experience for users based on input from kids, their parents, and educators. Further suggestions on content about how to align it with different stages of cognitive development are also offered by professionals who are brought in for testing and content development.

According to Anita Steinfeld, Elementary School Teacher and ESL Tutor, “I love the way in which content is made available and is structured so that children, parents or teachers can grow the collection of stories on a customized basis at the child's own pace, preventing a situation in which a child is overwhelmed by too much content."

Virtual Libraries Change Learning To Fun For Good

Virtual libraries are an essential part of the future for children’s learning and will continue to grow as more educators, school administrators, and parents realize the value of gamification and benefits of leveraging digital platforms for enhanced learning opportunities.

The faster everyone realizes that this type of platform and the gamification elements make learning fun and, therefore, more engaging, the better our education structure can become for developing well-educated generations that enjoy learning and who are geared to continual learning for the rest of their lives.


 

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