Abstract
The evolution of technology has presented the world a new age in how we live through communication, socialization, and more significantly, learning. With the advent of cell phones, tablets, and personal computers, people are now enchanted with these devices as a means of learning. Since technological devices have become mainstream and accessible to almost everyone, a significant portion of students in public and private educational institutions have become disengaged from traditional pedagogical teachings such as textbooks and workbooks in formal classroom instruction. National academic assessment programs such as the PISA (Program for International Student Assessment), which assess the reading and math aptitude of fifteen-year-olds around the world have reported significant below-average numbers for the United States and several other countries around the world. According to a report from the New York Times, in the United States, the average fifteen-year-old that had taken the last installment of the PISA exam has the reading and mathematical computational levels of a ten-year-old. Educational gamification explores the methodologies of learning through a technique that was designed to engage students to learn by applying game mechanics, techniques, and theories, and that can provide a platform for students to learn while being in a state of fun.
Presenters
Ken JonesStudent, EdD Department of Education, University of Illinois Urbana/Champaign, Illinois, United States
Details
Presentation Type
Paper Presentation in a Themed Session
Theme
Technologies and Human Usability
KEYWORDS
Assessments, Immersion, Gamification, Educational-Based Programs, Psychological, Motivation
Digital Media
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