3. Gamification in Education
Matrix-Five Gamified Learning Systems
Let’s “Make Education Fun Again”
As a result of Covid-19, many schools were forced to implement remote learning as a result of social distancing, quarantines, and other rules, guidelines, and restrictions. The schools and education systems here in the United States and worldwide were caught off guard and did not have any mass remote learning policies and procedures in place.
Covid-19 surfaced at the beginning of 2020 and the remainder of the school year from 1/2020-6/2020 was in chaos. Schools scrambled that summer (2020) to try to Putin place some sort of remote-learning system for the school year 2020-2021. It turned out so bad that it gave “remote-learning” a bad name. Teachers and students cringed when they heard that word.
Remote-learning failed miserably in the school year 2020-2021. Yet, despite this failure, remote-learning and e-Learning is not only here to stay, but it may also be the solution to many of the problems that plagued education before Covid-19!
Come now the “gamification of e-Learning” which means applying the competitive, fun, and immersive and psychological benefits of “gamification” to education. Gamification is a way of rewarding desired educational goals and outcomes.
We have integrated gamification into the Matrix-Five L.M.S. (Learning Management System) and we have incorporated gamification into our V.L.E. (Virtual Learning Environment) via our virtual world.