Gamification and its application in Nepal
Gamification is an adaptive process of elements of games in non-gaming activities. It is an innovative game-based learning strategy where learners feel more effective and fun in gamification. The word gamification itself gives a meaning of 'game' and fication is 'creation' or 'making'. According to Oxford Dictionary, “Gamification is exciting because it promises to make the hard stuff in life fun”. It has emphasized that gamification is the application of typical elements of game playing to other areas of activities and it also encourages engagement to the learners. Kim et al. (2018) defines that “gamification in learning and education” is a set of activities and processes to solve problems related to learning and education by using or applying the game mechanics.
In 1971, the first computer arcade game was released. It was called Computer Space and it was based on the 1962 game spacewar. It was the first commercial video game of any type (Gary Arndt). When computers were invented, there were game applications like puzzles, card play, dave, ant game, etc. I remember that we used to play snake and puzzle games on our mobile phones in the 2000s, which was very fun and interesting as mobile phones were new at those times, some even to stay up overnight. Gradually, mobile companies invented various games for mobile phones and gadgets for users.
In the 21st century, new information and communication technologies are developing and increasing with gamification to make it more fun and joyous to the users. The production companies have added various gamification applications to their products and updated them annually or even for a short period as business strategies. The world is becoming a single village due to the rapid development of technology, digitalization, and through the internet. People are spending more and more time on digital devices with multiple types of gamification.
Nowadays, gamification is of great importance in this modern online learning community to learn more effectively. It is widely used in education sectors from kindergarten to university level. The learners want a new environment and learning techniques with appropriate technologies and connections. Skillful educators and instructors must facilitate the gamification to learners according to newly introduced technologies.
The goals of gamification are increasing engagement in the learning process, motivating the learners, and encouraging active learning by adopting gaming elements in the educational context. The engagement of learners improves focus throughout the learning process. It also increases teamwork skills like communication, problem-solving, active listening, collaboration, cooperation, innovation, etc.
In the article “Games and Gamification: Recent Trends in E-learning” (Parajuli 2022) reported that gamification in an educational context refers to redesigning learning activities in a game like using formal mechanics and dynamics of real games. It is based on constructivist theories of learning, supports student motivation, and enhances their engagement in learning activities. Gamification can be a significant innovative practice since it can promote active learning among the digital generation of learners.
Globally, the trends of the online education system have increased dramatically after COVID-19 and Nepal has also started online mode of education from school to university level. In the online education system, gamification components are added (quizzes, puzzles, videos, interactive sessions, etc.) which makes it effective and engaging for the learners. The benefits of gamification in education are; increasing the learners' motivation, develop positive feelings in a fun environment for the learners, emotional engagement and joy for learning, and measurable achievements.
In an experimental study in Taiwan, Sun Lin Chiou (2019) examined a significant effect of gamification on students of the 6th class where gamified students showed higher scores in algebra than the students of other groups. They have learned problem-solving and attitude toward algebra learning. In a developmental article on 'Virtual reality and gamification in education: a systematic review, Georgios Lampropoulos and Kinshuk (2024) wrote that gamification and virtual reality support several pedagogical theories and approaches in education. Gamification elements expressively affected learners’ achievements and progress, and learning environments become more motivating, engaging, and interactive. It offers more opportunities to the learners. Positive changes in student attitude, behavior, and mentality as well as improved cognitive, physical, and social-emotional development were observed.
In Nepal, gamification in educational settings has included by universities, schools, and other e-learning platforms. Nepal government, Ministry of Education, Science and Technology (MoEST) has also promoted the E-learning education system as distance learning where the elements of gamification are included like songs, dances, quiz, video, etc. for learning. The learners seem more engaged in their study according to the school principal of Mahalaxmi Municipality, Lalitpur. Nepal's one of the leading universities, Nepal Open University (NOU) has included gamification in online education like quiz, video, podcast, attractive power point, etc. where the learners are engaging and getting appropriate environment according to a MPhil student of NOU. Likewise, a non-government organization- Voice of Children Nepal has developed an e-Learning Saathi to educate about child rights and protection to teachers, child protection actors, and students. The objective of this e-learning is to train and promote the child-friendly environment in the communities by protecting children from online child abuse and exploitation. Voice of Children has included the quiz, videos and match game in the online course. The teachers of Lalitpur Metropolitan City said that they are learning child rights and protection through fun and engaging environment. Many public and private schools have developed e-learning platforms including gamification in education which enhances the academic quality of the learners.
The integration of gamification in the educational system has developed the learners’ capability in their academic progress. Learners and academic institutions have been attracted to the online education system and gamification. As a new pedagogy in education in Nepal, specific research and development is essential to integrate it into teaching-learning methods. The Ministry of Education Science and Technology, Educationists, and related stakeholders including parents have to discuss to make effective and realistic policies on gamification and online education system.
Master in Pedagogical Science
Nepal Open University
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