Abstract
This research aims to analyze the weaknesses of implementing gamification in science learning and how to overcome them. The application itself aims to foster engagement, motivation, and learning outcomes. In science education, however, there are also challenges and disadvantages associated with gamification. Some weaknesses of this gamification are boredom, loss of self-belief, strain, annoyance, distraction, and reluctance. Moreover, games are frequently one-and-performed, which means that when a learner has finished the game, there may be a different incentive to revisit the material. To conquer these weaknesses, it is crucial to understand the relationship among gamification concepts, gaming elements, and learning results. It is also essential to lay out gamification in an adaptive manner to the beginners' desires and possibilities. Additionally, gamification must be designed to promote preferred behaviors closer to learning outcomes. In the end, gamification has to be applied enticingly and thrillingly to students and contains game mechanics that apply to the situation matter.
Concepts :
Citations by Year
| Year | Count |
|---|---|
| 2025 | 2 |