1. To examine differences and similarities between gamification and game-based e-learning
2. To explore the relationship between gamification and game-based e-learning, and information technology
3. To determine the use and influence gamification has on information technology
4. To determine the use and impact game-based e-learning has on the increased use and growth of information technology
Conventional teaching practices have been grounded on direct interaction between a student and teacher but with socio dynamics and technological innovation has greatly shifted sharing of information and learning process. Online learning have increasingly taken shape and becoming a core learning platforms. However, in attempt to engage more learner in learning activities, gaming-based approaches that include gamification of learning systems, syllabus, and materials have develop to motivate students to engage and enjoy learning. However, effectiveness and influence the approach to both learning and learners academic development is not fully understood. This study aims to explore ways and degree to which game-based and gamification of learning has influence the learnersā€™ development in IT field.
Over a significant period, researchers have attempted to get the exact meaning of gamification. Some of them have referred to it as making use of the game design elements, as well as the game mechanics across the non-game contexts (Castro et al. 2018). However, gamification has largely been associated with the entire process of making use of the process that involve elements linked to video games as well as the non-game applications. This has commonly been done to enhance the engagement of people while promoting certain behaviours in the society (Katsigiannakis and Karagiannidis 2017). Further studies have negotiated a comparative study of game based learning and educational gamification. The rise of computer games is said to have impacted the mode of learning as systems are engaging more fun as well as pleasure as far as the process of motivating learners is put into consideration.
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The initiative is sweeping out the old teaching mechanisms, which are no longer beneficial to the education system. Further studies are consistently observing the impact of computer games in the education sector. Research indicates that in the era of information technology, digital learning cannot be avoided as far as the interest of boosting creativity, enhancing the problem solving ability as well as increasing the learning motivation is put into consideration (Castro et al. 2018). An overview of the benefits games increasingly have in the education system point at the entertainment value and the capacity to address specific problems while imparting significant skills in the lives of young people. For over 20 years, scholars and researchers narrowed down to significant impact of video games in attracting the attention of the adolescents and children.
Based on this assertion, most of the gamification techniques are increasingly tapping into the desire of people to self-express, to be recognized, compete as well as to achieve. The same case applies to the game-based learning, which largely encourages students to actively take the learning process. Games and courses can be combined to replace the traditional learning process, which is seen to be boring, and less motivating (Khaleel et al. 2015). While one would think that gamification is same to learning based games, the truth is that the two are different. Game-based learning is known for converting a singular learning objective from a known e-learning course to a game. However, gamification considers the completely e-learning process and converts it into a game. From the research scope and case studies, it can noticed that most researchers pay attention more to the impact gamification and game-based learning on education and skills that can be adopted by learners, young adults and the entire population. However, most of the researches fail to provide a connection between game-based learning and gamification to information technology. This, therefore, constitutes a research gap, which attracts the intervention of the contextual research process.
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