Abstract

Gameography or Edutainment, Teaching – learning actions refer to some kind of play with lucid ad knowledge. This requires the use of elegant, interactive and non- digital games to decisive opinion and analytic decipher. Gamification is relatively new but in the corporate world it has been used effectively. Gamification not only incorporates game mechanics and game design strategies in non-game situations, but also empowers and integrates the learner with motivational skills towards a learning attitude and a comfortable environment to maintain. This cram offers catalogue of influential study and problems occurring from the use of Edutainment and staid games for learning language. Gamification as a philosophy, principle of motivation, the educational consequences for successful adoption of the technique and the latest applications used. This also calls for the Strategy to include objective evidence and analysis.

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