INTRODUCTION:
The COVID-19 pandemic compelled shutdown of educational institutions such as high schools , university etc,. this way the use of digital appliances have been increased dramatically in the recent years.
This way the use of gamification have been increased during pandemic.
ADVANTAGES:
However, some students have been reported a bad physical or psychological conditions during the pandemic. Gamification is brought to bring a stress free mind beyond students. The activity result is mainly based on the understandings of the students. In spite of that, gamification can be implemented on individual understanding and any of the studies. Thus, gamification is composed of traditional lectures and a valuable tool during the post COVID times. Also, gamification is introduced for learning tricks for the begginers and the straight way to their goals. Gamification teachers face some challenges to make the class lively, excited. it's not so tired for students and learning the same in a fun manner. It also had some disadvantages should be noticed in the classroom.
DISADVANTAGES:
ISSUES:
ETHNICAL:
Gamification can be influenced by addicted to it all the times in front of the gadgets will affect your eyes.
TECHNOLOGICAL:
Gamification can be sometimes not available lively to connect into the website to attend the class.
PRACTICALS:
Gamification can be costly to maintain the affordable materials required. it is not affordable or available.
CONCLUSION:
Greenlight, Likedln, Edubrisk etc, are some platforms used for the educational purpose to achieve in their academic, and in their intelligence
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