Authors Lee and Hammer
Authors Lee and Hammer [16] list several advantages of gamification. They argue that the game’s complex set of rules, which promote active exploration and discovery, help players develop their problem-solving skills. They enjoy “real-world challenges that are precisely tailored to the player’s skill level, increasing in difficulty as the player’s expertise grows.” They also emphasize the importance of the “emotional zone,” which includes all the strong emotions you feel while playing, including pride, excitement, optimism, and curiosity, as well as frustration when playing. failure. In their view, games provide an opportunity to “reframe failure as a necessary component of learning” because failure becomes an opportunity to try, practice, and improve.In particular, Dominiguez [17] shows that frequent, meaningful, and prompt feedback can improve student achievement. These positive results in the cognitive, emotional and social domains will also ensure a positive impact on the achievement of
students and their grades [18]. Overall, research shows that results are heavily influenced by users who use it. In fact, students who received conventional instruction and those who participated in recreational activities received the same rating. According to some studies, students have the ability to oppose “compulsory gratification” and above all to think about binding the imposed reward system [19].
There is general agreement that learning through video games should be personalized, should take into account how different learners are affected by it, and should address how gamification affects various student profiles in the class [15]. As mentioned, the results of the study seem to present two kinds of warnings: we must pay attention to the environment and change the design frequently to have a greater impact on dynamics. It has been proven that it is necessary to create a playful atmosphere with clear goals, difficult tasks and concrete examples where teamwork is promoted through the game mechanics, conversations and debates.