top of page
Buscar

Gamification to motivate: new tools for adult educators.

  • Foto del escritor: Lucía Nieto
    Lucía Nieto
  • 14 ene
  • 2 Min. de lectura

Actualizado: 25 mar

Education in the population presents significant challenges today. The difficulty of balancing parenthood, work, and the various difficulties that arise in adults' daily lives discourage them from pursuing further education in other fields or in their own.


Creating an attractive educational model for adults is not always easy. It is clear that the way of teaching and learning has changed and that technologies can bring us closer to our goal of motivating adults in their educational process.



To make lessons and the course of lessons more engaging, motivating, and accessible, adult educators are increasingly using digital tools, including gamification. Gamification is a learning technique that combines educational elements with game design principles.


The incorporation of game elements such as points, levels, or challenges leads to increased learner engagement and participation, and facilitates the acquisition of knowledge and skills in a fun and interactive way. It is generally a positive experience for students as they learn in a more enjoyable and fun way.


Through online platforms such as Quizz or Kahoot, adult educators can make their classes more dynamic and participatory. This platform can be used for online, face-to-face, or hybrid classes and represent a good option in the process of gamification of teaching.


Kahoot, in particular, is a great choice for developing this learning model. Its simplicity and intuitive design allow learners and educators to interact smoothly and effectively, thus facilitating a collaborative learning environment. As a quiz game, it aids learning and also allows room for discussion and reflection after the question is asked or at the end of the session. Through this process, a dynamic and engaging option for learning is provided.


Gamification has many advantages for both learners and educators. Through platforms such as Kahoot, this new type of educational model increases student motivation and engagement. The incorporation of game elements helps students feel more motivated to participate actively, which improves their attention and knowledge retention. On the other hand, it also helps adult educators as it facilitates the evaluation of students' progress in a dynamic and immediate way.


Thanks to new tools we can make learning spaces more enjoyable and fun, motivating adults to continue their education. By adopting new teaching approaches such as gamification and using interactive platforms, we foster a more dynamic learning environment, which enriches learning and contributes to the personal and professional development of adults. On the other hand, the creation of a competitive but supportive atmosphere among peers makes them develop essential social skills and enriches their overall learning experience, making education more relevant and impactful in their lives.


Lucía Nieto.

 
 
 

Comments


Games4You

ERASMUS+2023-2KA210-ADU-000174J66

©2024 por Games4You. 

The  product  developed  here  as  part  of  the  Erasmus+  project  "Games4You ERASMUS+2023-2KA210-ADU-000174J66"  was developed with the support of the European Commission and reflects exclusively the opinion of the author. The European Commission is not responsible for the content of the documents

The publication obtains the Creative Commons Licence CC BY- NC SA.

unnamed (2).png

This license allows you to distribute, remix, improve and build on the work, but only non-commercially. When using the work as well as extracts from this must

1.be mentioned the source and a link to the license must be given and possible changes have to be mentioned. The copyrights remain with the authors of the documents.

2.the work may not be used for commercial purposes.

3.If you recompose, convert or build upon the work, your contributions must be published under the same license as the original. Disclaimer

Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them.

bottom of page