Gamification and Game-Based Learning: A Systematic Review and Comparative Analysis
- Title
- Gamification and Game-Based Learning: A Systematic Review and Comparative Analysis
- Creator
- Lapina M.; Mary Anita E.A.; Bagautdinova A.; Pukhova M.
- Description
- In the modern world, characterized by the rapid development of technology and digitalization of almost all spheres of life, it is necessary to keep up with the times and gradually introduce information technology into our lives. This will allow us to remain competitive in a changing world, take advantage of new opportunities and improve our quality of life. It is important to understand that information technology is not just a fashion trend, but a necessary tool for successful development and progress. The paper examines the very concept of gamification, the main methods of introducing gamification into education, highlights the advantages of learning with the addition of gamification, and also works on comparing learning with and without gamification elements. The introduction of game elements into the educational process helps to improve the perception of educational material, as well as increase the level of motivation of the students themselves. It is worth noting that the learning process with the addition of game elements helps to improve attention, develop logical thinking, as well as analyze various situations. Gamification can be viewed from several angles. For a teacher, this teaching method will help to capture the attention of children, which will help create a working atmosphere in the classroom. And for students, gamification is a great opportunity to explore really important topics in game mode. They will have an increased interest in learning, which will have a beneficial effect on their further academic performance and learning. The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.
- Source
- Lecture Notes in Networks and Systems, Vol-1222 LNNS, pp. 522-528.
- Date
- 2025-01-01
- Publisher
- Springer Science and Business Media Deutschland GmbH
- Subject
- augmented reality; education; education; educational games; engagement; game learning; game mechanics; game-based learning; gamification; interactivity; learning process; levels; motivation; sets of points; training; virtual reality
- Coverage
- Lapina M., North-Caucasus Federal University, Stavropol, Russian Federation; Mary Anita E.A., Christ University, Bangalore, India; Bagautdinova A., North-Caucasus Federal University, Stavropol, Russian Federation; Pukhova M., University Under the Government of the Russian Federation, Moscow, Russian Federation
- Rights
- Restricted Access
- Relation
- ISSN: 23673370; ISBN: 978-303178775-1
- Format
- Online
- Language
- English
- Type
- Conference paper
Collection
Citation
Lapina M.; Mary Anita E.A.; Bagautdinova A.; Pukhova M., “Gamification and Game-Based Learning: A Systematic Review and Comparative Analysis,” CHRIST (Deemed To Be University) Institutional Repository, accessed February 24, 2025, https://archives.christuniversity.in/items/show/18925.