For educational institutions, gamification is meant to encourage excellence among students. One of the biggest developments in e-learning is gamification. You’ll find gamification features integrated or offered as add-ons to leading learning management system (LMS), whether for corporate training or educational use. Let’s see some gamification in education statistics.
Game-based learning in higher education will experience a growth of 15.4% from 2019 to 2024 (Metaari, 2019).
Challenge-based gamification in education leads to an increase of 34.75% in student performance (ScienceDirect, 2020).
Furthermore, students who were educated with challenge-based gamification raised their performance by up to 89.45% compared to those who only received lectures (ScienceDirect, 2020).
67% of students found gamified learning more motivating and engaging than traditional courses (Intuition, 2019).
Gamification is one of the top 10 must-have features of a learning management system (ProProfs, 2021).
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