Today we analyze the reactions of young students experiencing a recent phenomenon that is spreading out globally, especially in the world of education: gamification. In this regard, is very interesting the analysis of the book “International Journal of Game-Based Learning”.
Gamification provides a practical approach to improve students learning outcomes and stimulate their interest in business-related subjects. As of today, few studies on the level of satisfaction of students who have experimented gamification within their educational path have been published. Based on the few available results, it emerges that students should first get familiar with the game-based learning techniques in order to then have a subsequent facilitated approach with gamification. This step is important because a direct and immediate experience with gamification without being aware of its potential could certainly reduce the level of interest of students. The “Performance expectancy” is one of the most important factors in the acceptance of gamification by the student. Other factors, such as the difficulty level, the social influence, the conditions that can facilitate the learning process, the involvement and the ability to manage game-based learning, are important too.
As experienced by Artèmat, the results of the studies carried out until today are very useful when planning the content of a course or competition based on gamification. In fact, thanks to technological developments in the IT and engineering fields, gamification has now become a driving trend in school and university education. But not only. In the HR development field, the adoption of gamification tools is constantly increasing because, as is widely acknowledged, simulations not only improve students’ learning performance but also represent an important guide for recruiters dealing with employees selection processes.
Despite the rather recent birth of the Gamification phenomenon, an entire generation of people is increasingly getting involved in the gamification world. This is because gamification can allow them to study or work in a dynamic, motivating and soft environment.