Abstract
Gamification in learning and instruction is thought to appeal to a wide range of learners by increasing motivation, learner engagement, and social impact. This study aims to give a synthesis of the empirical findings of state-of-the-art literature in the burgeoning topic of gamification in the learning and teaching domain. It presents the most recent scientific evidence on developing trends in technology education and gamification plugins, but also extending the possibilities for future research directions in using gamification to transform instruction and learning. The adoption of gamification in learning and instruction is perceived to have mass appeal among the learners in stimulating motivation, learner engagement and social influence. Various responses and observation were made from employees to study the behavior in a controlled environment in order to understand the level of competency, social relatedness, meaning full task and there decision making freedom.
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