If all syllabus were in form of games, we could be enjoying. A game-based learning practice involves computer games and videos that are part of the modern forms of entertainment on electronic devices. They are very engaging and they are very engaging and require motivation and a high level of critical thinking and comprehension skills to advance through and complete a particular game. these skills are the crucial aspects required by students to promote effective learning.

Unpack the game-based learning gamification misconceptions

Game-based learning apart from having quality skills that are essential for promoting effective learning, the whole process has been thought to have different myths and misconceptions including;

It is believed that games are only typically meant for the kids-the fact that kids can play any type of game freely has been misinterpreted yet we have got games with a specific age restriction for specific reasons! Games are not just graphics but they require a mature mind to solve the puzzles involved. Solving such puzzles successfully improves one’s cognitive skills.

Games are full of mindless violence – this is what is always believed but games help in mind relaxation that is fit for everyone and that is fit for one’s psychological health. Games are solitary activities that are repetitive and boring. Games enhance learning skills of seeing doing reflecting and applying thus there is no way they can be boring. It is also believed that games don’t require much think

Example of a game-based learning

The first shooting game is one of the game-based learning I have encountered. It has improved my cognitive processes in dealing with attention, task switching, and distractors.it involves a centered gun and other weapon-based combats with the player experiencing actions through the eyes of the protagonist controlling the player character in three dimensions’ space.

Example of gamification

gamification involves applying the game knowledge into the non-game context. the till training game helps one on how to deliver customer experience through the simulation of the till system.

Assessment drives the gamification in a learning experience as it initiates the implementation of the do know and reflect system into action by helping the students to develop critical thinking and analysis skills and to internalize the acquired knowledge and applying them in real-life situations.

In conclusion, we need to apply game-based learning and gamification to enhance efficiency in the learning system

References

Al-Azawi, R., Al-Faliti, F., & Al-Blushi, M. (2016). Educational gamification vs. game based learning: Comparative study. International Journal of Innovation, Management and Technology7(4), 132-136