Bridging Play and Pedagogy: A Conceptual Framework for Gamification in Modern Education

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ID: 310355
2025
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Ranked #102 of 409 articles by views in International Journal of Science and Social Science Research

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Abstract
Gamification in education involves adding game-like elements, such as points or badges, to learning environments to make them more engaging and motivating for students. This conceptual paper examines how gamification is used in classrooms, exploring its potential advantages, its limitations, and how it can be applied in practice. By reviewing existing studies, this analysis provides a thorough look at how gamification can update traditional teaching methods and improve what students learn. The paper also explores the psychological reasons why gamification works, outlines its essential design features, and includes real-world examples of its successful use across various educational settings.
Reference Key
imported_1768931092_696fbf1411967 Use this key to autocite in the manuscript while using SciMatic Manuscript Manager or Thesis Manager
Authors Chayan Adak
Journal International Journal of Science and Social Science Research
Year 2025
DOI
10.5281/zenodo.17954446
URL
Keywords Keywords not found

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