DAVID PUBLISHING COMPANY From Knowledge to Wisdom
Journal of Sociology Study:
https://www.davidpublisher.com/index.php/Home/Article/index?id=48859.html
Nymfodora-Maria Raftopoulou, Petros L. Pallis
EDISINET S.A., Thessaloniki; Athens University of Economics and Business, Athens, Greece; EDISINET S.A., Thessaloniki; University of Piraeus, Piraeus, Greece
Abstract
Gamified education has set the ground for the delineation of state-of-the-art literacy skills, enabling learners to develop their digital, cognitive, emotional and social competencies, through active experimentation, motivation and engagement, all while ensuring that pedagogical objectives are being effectuated, therefore capacitating the optimization of the learning process, as a whole. In this paper, we commence by assessing some of the most fundamental frameworks, models and theories evolved around the concept of gamification. We, additionally, showcase schemes through which it stimulates the actualization of active, multidimensional learning, by promoting the application of technological advancements, for the enhancement of learners’ hard and soft skills, within time and cost effective frameworks. Ultimately, we, thoroughly, present a newly introduced, cross-platform, innovative educational learning system product, funded by the Hellenic Republic Ministry of Development and Investments, howlearn. Using gamification techniques, in 3D virtual environments, for the realization of STEAM related experiments which cover the vast majority of learners’ subject material, while, simultaneously functioning as an authoring tool, whilst essentially accounting for accessibility, geographical and other socio-economic considerations, howlearn advocates youth-centered learning, providing the foundations towards the establishment of gamified, socially sustainable, multifaceted, inclusive educational learning systems.
gamified education, learner-centered, inclusion, social sustainability, innovation
Nymfodora-Maria Raftopoulou, Petros L. Pallis. Formulating Innovative Societal Educational Learning Systems Using Gamification Techniques in 3D Environments. Sociology Study, Jan.-Feb. 2023, Vol. 13, No. 1, 25-37