Can Gamification of Education Through Reward Based Tests Really Improve
Learning?
Reward based tests are often used in behavioural sciences, such as
psychology, to measure the behaviour of an individual or group. The idea that
rewards / incentives can increase the motivation of a student to learn is a
well-researched and established principal. Students are known to respond better
and learn more given incentives.
The gamification of education is a new way of teaching and learning that has been introduced in the recent years. It is a process where students are motivated to learn by using game-like features. Gamification of education has many benefits that include, but are not limited to, increased student engagement and improved grades. The use of gamification in education is a relatively new and important topic. It has been shown to be effective in improving the performance and attitudes of students. The use of gamification in education is not just limited to the classroom. There are many ways that teachers can utilize gamification techniques to make their lessons more engaging for students, including incorporating games into their curriculum, using game-based learning strategies, and utilizing game-style assessments.
Gamification is the use of game design elements in non-game contexts to
engage users in solving problems or completing tasks. Gamification can be used
in many ways such as providing rewards for doing something or trying to
motivate someone to do something they might not otherwise want to do.
How Can You Gamify Education?
Gamification has been applied in many different areas, including education.
The goal is to make learning more engaging and fun by using game mechanics and
digital technologies. Following are some ways to include game like elements
within education
1. Rewards
based on performance (gift cards, books, cash rewards, scholarships, coupons
etc.)
2. Leader
boards
3. Badges
4. Animations
/ Visuals to make content game based
5. Sounds
How Will Technology Change the Way Students Learn?
Technology is changing the way students learn. It has become a major part of
our lives and it is not going away anytime soon. The use of technology in classrooms
has been on the rise for many years now. Schools are installing interactive
whiteboards, smart boards, and other types of technology to make learning more
engaging and interactive. In the future, there will be even more advancements
in technology that will continue to change the way students learn. The usage of
AR / VR tech will play a major role in redefining the way students experience
educational content. New age start-ups have already started experimenting with
newer ways of teaching which can have a positive impact on student’s minds.
Edulete an India based company has created a first of its kind game-basedlearning system which rewards students for their performance on tests /
quizzes.
Can Rewards Also Encourage Negative Behaviour Among Students?
It is widely believed that rewards are a good way to encourage positive
behaviour among students. But recent research also found that rewards can also
have a negative impact on students. It is believed that when the rewards are
withdrawn, the children will revert to their previous behaviour.
A study conducted by researchers at Stanford University, published in the
Journal of Experimental Psychology, found that rewarding children may lead them
to perform worse in school than if they were not rewarded at all. The study was
conducted by dividing 4-year-old children into two groups: one group was given
stickers for good behaviour and the other group was not given any reward. After
six weeks, it was observed that children from both groups had improved their
behaviour but those who were rewarded with stickers performed worse on a task
involving drawing and delayed gratification than those who
Multiple studies indicate different outcomes of rewards. But a conclusive piece of evidence which we are observing among user bases of new tech products (such as Edulete) is that rewards drive students to repeatedly give tests. This behaviour alone helps students spend more time practicing for exams rather than wasting it on games / TV. Many students on the platform have also reported significant increases in their test scores (for standardized competitive exams in India such as the IIT JEE, NEET, SSC, CAT etc.)
Why Is It the Right Time for Government to Regulate Learning Solutions In
The Market
Education is an important part of every society. It’s the process through
which a society transmits its culture, values, beliefs, and knowledge to the
next generation. But what happens when education becomes too expensive? What
happens when it doesn’t provide the skills that are needed in the workplace?
What happens when it takes up too much time and becomes inaccessible for many
people?
Therefore, regulation in education is necessary. It ensures that education
meets certain standards so that it can be accessible for all and provide skills
that are needed in the workplace. The current educational system is not meeting
the needs of the modern world. The government should regulate learning
solutions in the market, to ensure that education is providing all students
with a quality and diverse education.
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