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61 10.6 Conclusion

K-12 education through gamification has promising potential to make the learning period in the classrooms more interactive and engaging as well as effective. Though it experiences some difficulties concerning access, teacher preparedness and types of motivation, gamification can be strategically implemented to improve student involvement, accommodate the diverse needs in learning, and educate students on the skills they would need in the future. Technology advances offer more opportunities for immersive, adaptive and purpose-driven gamification that will be a reality in education for K-12.

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EDST4500 Enabling Learning through Technology: Student Assignments Copyright © by Alexis Colautti; Brooke Benson; Camila Arriagada Jaubre; Dania Kazkaz; Erin Moreau; Hamza Mohammad; Jessica Connolly; Joanne Matheson-Walker; Kimberly Boss; Kim Henry; Kishola Levine; Sarah Guthrie; and Simrandeep Kaur is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License, except where otherwise noted.