This is an example post, originally published as part of an article in a Finnish Journal.
In medical education, board games, interactive mobile games, and simulations that model processes or practical tasks are increasingly used to support learning. Serious games, designed for educational purposes, and entertainment-based learning games engage students by immersing them in gameplay. Gamification, which involves integrating game elements such as points, leaderboards, and levels into non-game environments, boosts students’ motivation and commitment to goals by providing fun and excitement.
Self-regulation skills are crucial for both learning and working life. These skills involve managing cognitive, emotional, and motivational aspects of learning. Although digital learning environments support gamification, teachers may lack the pedagogical expertise or technological skills to fully harness these tools.
Please find the original article on ResearchGate.

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