Gamification as a Remedial Hack in Adult Learning: From Engagement to Motivation
- Bhan Bidit Mut
- 3 feb
- 2 Min. de lectura
Actualizado: 25 mar
In the rapidly evolving world, with technology playing a pivotal role, especially in sophisticating the face of the learning domain, gamification has increasingly gained prominence as a persuasive approach, notably in the context of adult learning. As they often juggle various responsibilities from work to family commitments, adults’ traditional methods of instruction can fall short of fostering engagement and retention. Nevertheless, with the help of gamification, adults can rediscover their learning experience in an interactive and motivating environment.

To cite some examples, game-design elements such as points, badges, and leaderboards are enormously important when consolidated into non-game contexts. Typically, these games hold a significant meaning in adult cognitive makeup as they perhaps enhance the desire for competition, achievement, social interaction, and the learning process.
Thus, incorporating these components in adult education, teachers may address the difficulties faced by adult learners and transform otherwise boring material into an engaging experience.
In every learning setting, getting the learners’ attention is the prerequisite and a big challenge as well. Adult learners frequently arrive at class exhausted or preoccupied by their hectic schedules, which cause them to become disengaged during instruction. But gamification, as an informal way of aiding interest in learning, can create an immersive atmosphere. This helps adults naturally feel invested in the learning process when they realize that they are improving through stages, receiving points for finishing activities, or competing with their peers.
Gamified elements can also accommodate various learning methods. Interactive images may be helpful for visual learners, while hands-on tasks are ideal for kinaesthetic learners. Adult learners with a variety of backgrounds and learning styles require this specialized approach.
Gamification, with engagement as the initial step, boosts learning attractiveness by converting the dull lecture format into interactive modules. Engagement is the crucial element in adult education, followed by motivation. According to the self-determination hypothesis, learning is substantially facilitated by intrinsic motivation or by engaging in activities that are inherently enjoyable or exciting.
Gamification takes use of this by including elements that encourage intrinsic motivation. A learner’s motivation may be raised, for example, by activities that incorporate real-world applications, including case studies or simulations connected to the workplace. Perceiving direct application increases the likelihood that students will invest time and effort in studying the materials.
Social aspects of gamification, including teamwork or collaborative projects, also foster a sense of community among pupils. When adults collaborate with or engage in competition with other students, they are often motivated by their peers.
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