
Sherin Haroun
Address: Egypt
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Papers by Sherin Haroun
To start with, the word “gamification” is simply the application of game-design elements and Gamification technology, is where games are used as a tool in education. Since the new generation learners are becoming more digitally dependent, we assumed that gamification can be used in education particularly to enhance students’ performance and motivation.
Accordingly, the aim of the research proposal is to identify to what extent learning using gaming as a tool, (Gamification Technology) will affect the educational process as a powerful tool for catalyzing attention and its influence as an educational approach. Gamification in education creates a kind of engagement with games that can be translated to an educational context towards facilitating learning and influencing student behavior. Educators have been exploring ways to utilize gamification power for motivation and its application to the classroom.
To start with, the word “gamification” is simply the application of game-design elements and Gamification technology, is where games are used as a tool in education. Since the new generation learners are becoming more digitally dependent, we assumed that gamification can be used in education particularly to enhance students’ performance and motivation.
Accordingly, the aim of the research proposal is to identify to what extent learning using gaming as a tool, (Gamification Technology) will affect the educational process as a powerful tool for catalyzing attention and its influence as an educational approach. Gamification in education creates a kind of engagement with games that can be translated to an educational context towards facilitating learning and influencing student behavior. Educators have been exploring ways to utilize gamification power for motivation and its application to the classroom.