How Gamification Can Help People Integrate Into Society
The main subjects I want to discuss is Gamification and Social behaviour. How Gamification can help people to integrate them into society? I am going to explain the potential of Gamification and how it motivates users to achieve certain goal. Maybe someone is struggling with low self-esteem or disability and they want to improve their language skills. Gamification can stimulate and engage users with learning contents, and other participants to create gripping socially-driven user experiences.
Disability; Accessibility; Social; Autism; Self-esteem;
Society; Integration; Gamification; Education;
Our society is getting more complex each day and people find it difficult to integrate. People struggle from mental disability or low self-esteem and it is a very big challenge for them. Things change rapidly and it affects people. But with help from the technology our lives can become better and less mind-boggling. How Gamification can help people with social skills?
The Strengths of Gamification
Gamification is the use of game mechanics and experience design to engage and motivate people to achieve certain goal. Gamification has reputation. It has drawn attention of journalists, academics and business professionals. Gamification is as diverse as other educations, such as, information studies, human– computer interaction, and health. Throughout recent years ‘gamification’ has gained significant reputation among practitioners and game scholars (Kai Huotari and Juho Hamari, 2012). How Gamification benefits social behaviour
Gamification goal is to motivate and engage user in certain activity. Our social behavior can be affected and it may depend on gamification, because, it encourages and rewards users for their efforts, which mean they have urge to do more things based on their progress. There are some methods and theories to assist in changing the behaviour of an individual or a community (N.I.C.E. 2007). Social parts influences individual’s behaviour through social standards and refers to an individual’s viewpoint of how important others regard the target group behaviour and whether they suppose someone to achieve that behaviour (Ajzen, 1991; Fishbein and Ajzen, 1975). In order to influence behaviour, we need to know how behaviour is formed and what influences behaviour, this includes behavioural variation methods, as well as cultural and social influences (Alaa AlMarshedi et all., 2017). According to the studies within the research group, it has shown that Digital Games Based Learning (DGBL) can have a positive effect people with intellectual disabilities and associated sensory impairments. These include improved measures of choice reaction time memory, and functional skills (Brown et al., 2011a). The goal of the first study was to examine the potential of using location-based services to teach route learning to students with disabilities. Preparation for real-world problem solving Gamification can support training and practice in deploying cognitive skills essential for scientific thinking, and also provide an apprenticeship in thinking—and acting. (Bradley J. Morris et al., 2013)
Disabled people becoming angrier at their degree of exclusion within society generally and the disablist assumptions which inform the main belief about their identity and abilities. The lack of disabled people’s opinions and concerns is not because they have nothing to say, but rather, that they are not encouraged or given opportunities to speak (Len Barton, 2007).
Teaching the Disabled
Everybody agrees that teaching works best when it is tailored to the student. But some people can struggle behind classrooms, because of their poor performance due to disability. But gamification can alter people’s learning routine. The main goal of it is to motivate people. It is possible to learn, when users want to learn, and it makes things more exciting and appealing (Matthew Lynch, 2016). Gamified learning turns outdated and boring traditional education into something more appealing that people will enjoy, because it will engage and reward users for their efforts.
A few years back a New York City school teacher made a version of Minecraft for schools called MinecraftEdu. The elements of the classic version were improved to support the teaching environment. Text blocks were added so that teachers could give students more contexts about whatever world they created (Sharbori Chakraborty 2016).
Video games, mostly, social games are becoming more popular within the community and it has drawn some significant attention as people saw its potential as innovative teaching tools (Jorge Simões et al., 2013). There is a form of education where we can have innovative teaching tools since it can encourage people to become more interested and boost their self-esteem or motivation.
Negative Sides of Gamification
Not everything has a bright side and gamification is not exception. Even though there is an increasing number of how gamification has reputation. Thus, it looks like that only few researchers are discussing the cons of gamification in learning environments and how to avoid it.
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