Abstract
For many years, the propagation and multiplication of digital gaming in many areas of activity has been accompanied by the emergence of several theoretical concepts and notions in order to describe, analyze and even develop this phenomenon. What makes the gamification attractive is the fact that the heart of the gamming concept is the motivation and the commitment of a protagonist in several activities that rely on rewarding situations, positive encouragements and subtle feed-back loops coexisting with concrete elements such as levels, missions, trophies, points, scoreboard, prizes - in order to increase engagement and motivation. In education, a new trend is emerging in the world, the gamification captures everything from the university to the pre-school level. The explanation of the success of this method it is simple: the students are affected by the information avalanche, they are no longer patient and they are becoming more and more difficult to focus on. The motivation and their involvement diminish because of the many alternatives. They like to play and when they like something it is much easier to achieve it. The present paper aims to determine to what extent the teachers in the primary education are aware of the strength of this innovative method and how much it is used in Romanian Language and Literature classes. We also want to determine students motivation to assimilate knowledge, learn rules, algorithms, through game-based learning, within these Romanian language and literature lessons.
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