Previous Page  XXVI / 1 Next Page
Information
Show Menu
Previous Page XXVI / 1 Next Page
Page Background

Download full

report

Global trend towards Gamification

Techniques of Games and Future of Education

Under the rubric «Techniques of Games

and Future of Education», Oxford Analytica

issued a report and published in Arabic by

the website of World Government Summit,

within its releases of the current year 2016.

The report deals with the role of games

applications in several fields, mainly

the education. The report defines the

applications of games as inserting or

applying the games in contexts such as

stimulating students and urging them to

take part within the mechanisms of play.

All games have three basic characteristics:

a set of clear rules, feedback system and

specific and fixed target. With some few

exceptions, the engagement in games is

optional in order to achieve pleasure.

Among the multiple elements that

constitute the games, there are three

elements related to education, which are:

Mechanical elements such as gradual

evolution, integration and immediate

feedback

Personal elements such as condition,

clarity, collective responsibility, order the

lead and panels of winners

Emotional elements, mainly the

psychological flow

As a new educational method, the best

thing of Gamification is the freedom

given to the students and teachers. The

freedom is embodied in the four freedom:

Freedom of failure, experience, exerting

effort and Self-expression. These freedoms

represent greet educational transformation

to students with educational ambitions,

which were damaged by the traditional

methods of education. However, these

freedoms do not include the academic

success and do not reduce the possible

negatives of Gamification. The report

was published in full in PDF on the site

of World Government Summit; you can

download and view it in full. It is worthy

to say that the techniques of Gamification

have become one of the recent trends, not

only in education but also in encouraging

the public to use products and services

in general. Some governments began to

use it to encourage people to focus on

electronic and smart channels in order to

obtain the governmental services instead

of the traditional counter. This came in the

context of encouraging the adoption of

this app and bridging the gap between the

development in techniques and regression

of users in catching up these techniques.