Gamification and Game-Based Learning: Two Strategies for the 21st Century Learner
<p>The use of emergent technologies in education has evolved tremendously since the 21st century. For<br />plenty of educators this has become a challenging task, most of all when 21st century learners fill the<br />classrooms. But these digital natives differ tremendously from those who started the millennium. These<br />students want to be challenged, engaged and motivated through a learning process, which connects<br />them to a different learning experience. This has become a challenging task for educators due to the<br />student profile and characteristics. Although to achieve the learning outcomes necessary for the 21st<br />century, educators are adapting approaches suited for these learners, involving game theory, video<br />games, and gamifying instruction. Two of these approaches are Gamification and Game-Based<br />Learning (GBL). These two approaches have been widely used based on the theoretical approach<br />towards game design and the opportunity they bring for the learner to be engaged and motivated<br />throughout instruction. The following article provides a clear overview of both strategies, and how<br />motivation is integrated with both. In addition it provides a clear description on planning effective<br />instruction using aligned learning objectives, research and educational implications, and resources for<br />the teaching and learning process using these approaches and strategies.</p>