“Gamification of education is a strategy for increasing engagement by incorporating game elements into an educational environment (Dichev and Dicheva 2017). The goal is to generate levels of involvement equal to what games can usually produce (Fardo 2014). The main goals of gamification are to enhance certain abilities, introduce objectives that give learning a purpose, engage students, optimize learning, support behavior change, and socialize (Knutas et al. 2014; Krause et al. 2015; Dichev and Dicheva 2017; Borges et al. 2013).”
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If you want to create your own digital card game to help increase engagement and combine corporate learning with a little bit of fun, contact us for a demo to learn how easy is it to create effective, impactful digital card games to connect learners over a distance, drive home key learning points and track learner progress.