The Impact of Gamification in Research and Education: A Communication Review

Authors

  • Farheen Islam Department of Education, Patna Women’s College, Patna, India Author
  • Aprajita Krishna Babasaheb Bhimrao Ambedkar Bihar University, Muzaffarpur, Bihar, India Author
  • Sangeeta Kumari School of Education, Nalanda Open University, Nalanda, India Author

DOI:

https://doi.org/10.56294/gr2025101

Keywords:

Gamification, learning, teaching, research

Abstract

Introduction: Traditional educational studies often focus on standard teaching methods and textbook-based learning. However, to enhance the effectiveness of learning and make it more engaging, it is widely recognized that classroom instruction should incorporate interactive activities. These interactive methods can be introduced by integrating playful classroom games, utilizing modern teaching techniques, and engaging students through methods that spark interest and motivation
Objective: Gamification offers a simple yet powerful approach to motivate students, encourage learning, and promote the development of essential life skills. By fostering creativity and imagination, gamification helps boost student engagement and makes the learning process more dynamic and enjoyable. Gamification, the incorporation of game-design elements in non-game contexts, has emerged as a potent tool in both research and education

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Published

2025-01-01

How to Cite

1.
Islam F, Krishna A, Kumari S. The Impact of Gamification in Research and Education: A Communication Review. Gamification and Augmented Reality [Internet]. 2025 Jan. 1 [cited 2024 Nov. 22];3:101. Available from: https://gr.ageditor.ar/index.php/gr/article/view/101