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games

Evaluate the potential influences gamification can have on teaching and learning. 
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******** *** ********* ********** gamification *** **** ** ******** *** *********

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*** **** ******* gamification ** being ****** **** ** an ********* **** The ********* ****** *** ********** ************ as * **** *** ** *********** that is ******* ** ********* *** assisting *********** *********************** dictionary ******* ************ ** *** process ** “adding ***** or game-like ******** ** ********* (as * ***** so ** to ********* ******************** ******** ****** ************

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actually * **** ****** **** ***** to its ***** ******* ** ******* *** ********* of people influence ***** behavior *** ****** **** people ** a ****** ******** ************ ******* *** process ** teaching *** learning ** use of ********** Given the **** that children are ***** ** ** ***** ** ***** ******* ******** ** ********** *** ***** teaching becomes ****** when ***** are ******** ** ***** ********** ******* *** ******** ********* *** ******* ** ** **** ******** *** ******** ******* capturing *** ********* ** the children Learning is also ******** ** gamification ***** *** ******** *** **** ** grasp *** ********** **** they *** ****** ****** ***** their interest ** ******** *** ** *** the ********** as **** ** **** * **** ************* ** ********* and Libraries ****** Gamification ****

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learning *** teaching in that ** ***** * ***** role ** ******** ******** *** ************* ***** **** some ***** require more **** *** players ************* teamwork ** **** ** ***** plays * very *** **** ** using ******** ****** ******* to ***** ******** *** ******* ******** ***** ******** **** in turn ***** **** ********** ********** ************ thereby making *** ******** ******* * ******** **** *** ********

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******* *** ** *** ********** ** ********** the challenge ***** *** *** ***** go ***** *** defiantly before they ***** *** **** **** **** to have ******* ** master *** concept ** *** **** **** *** ***** ****** ******* levels *** **** ****** or hard ***** students *** *********** ** self-pace learning They *** *********** *** ***** *** ******** ** well * believe **** ***** ** so *** ********** *** ******** ** *** **** that you *** *** ***** ** *** fail This is an important lesson in **** ** *** **** you don’t give ** *** try it ***** until *** get ** ***** ** you can *** ************ ** * ******* ** ******** **** *** ********* the level ** ****** *** *** ***** and ready *** *** **** ***** Games ********* *** ******** skills **** the ************ base ********** *** **** challenges ** **** the students to ******** *** *** what **** have ******* ********* ****** References http://wwwmerriam-webstercom/dictionary/gamification Retrieved ********

**

2015

Gamification

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*** ********* ****** ******* Technology

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51(2) ***** ********* ******** ** 2015 ******************************************************************************* ********* ** November 29 ****

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