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ZENITH International Journal of Multidisciplinary Research
Year : 2019, Volume : 9, Issue : 6
First page : ( 557) Last page : ( 562)
Online ISSN : 2231-5780.

Gamification as an instructional practice for digital generation: The innovation and implications

Abdunnazar PT

Research Scholar, Department of Education and Training, Maulana Azad National Urdu University, Hyderabad, Tealngana State. nasarvalapuram@gmail.com

Online published on 10 September, 2019.

Abstract

The joyful environment occupies a substantial place in ensuring the effectiveness of teaching and learning process. Gamification is a cutting edge innovative teaching and learning strategy that can greatly promote the active engagement of learners and enhancement of academic achievement as well. The student from digital generation needs instructional practices integrated with latest technological development. The engagement with games is generally voluntary across all age groups and prime purpose will be for enjoyment that can greatly lead to self-directed learning. Gamification is not merely using a game to teach, but rather it necessitates focusing the underlying principles of games and examining effectiveness of these principles to reconfigure to construct joyful learning experiences. The main implication of gamified mode of teaching and learning is that it ensures active involvement of learners through autonomy and freedom of learners.

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