In this article, we will consider gamified learning’s potential for the education sector. In particular, we will explore a recent example of a role-playing game in which students are assigned character roles and have specific goals to meet in order to win. The game requires students to think strategically, present their ideas persuasively, and develop their own strategies. In addition, the activity relies on social interactions and has no script.
Although gamified learning is often associated with positive results in the classroom, its effects on student motivation are not yet fully understood. It is important to understand that motivation is not a unitary trait and differs from person to person. Further, motivation is shaped by the activity itself, so that success in one educational context is no guarantee of success in another. However, many educational scenarios are subject to criticism and further research will be necessary to identify whether gamified learning is a viable option in the future of education.
The social component of gamified learning has tremendous benefits for brain function. In addition to engaging in social activities, it promotes neurotransmission and increases brain plasticity. It even helps mitigate the negative effects of oxidative stress and inflammation in the brain. Furthermore, social interactions also delay the onset of dementia in the elderly. Ultimately, gamified learning can help the education sector.