ENHANCING ENGAGEMENT AND MOTIVATION IN PRESCHOOL EDUCATION THROUGH GAMIFIED LEARNING APPLICATIONS

The article discusses the impact of Industry 4.0 on the educational field, emphasizing the role of gamification in education related to digital transformation. This paper explores the positive effects of gamification on preschool children's engagement, motivation, emotional, and social development, focusing on developing in children a close contact with the learning process through gamification. The use of game elements in a balanced way is said to make education more enjoyable and effective. Further, excessive gamification and digital inequalities are discussed, and recommendations are also given on how to make the implementations of gamification sustainable in education, including teacher training, activities that support intrinsic motivation, and increasing access to digital resources.

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2024-12-03
DOI
https://doi.org/10.5281/zenodo.14266555
Primary Topic
Health Literacy and Information Accessibility
Type
article
Field-Weighted Citation Impact
0.00
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article

ENHANCING ENGAGEMENT AND MOTIVATION IN PRESCHOOL EDUCATION THROUGH GAMIFIED LEARNING APPLICATIONS

Zenodo (CERN European Organization for Nuclear Research)
Health Literacy and Information Accessibility
article

ENHANCING ENGAGEMENT AND MOTIVATION IN PRESCHOOL EDUCATION THROUGH GAMIFIED LEARNING APPLICATIONS

article en

Abstract

The article discusses the impact of Industry 4.0 on the educational field, emphasizing the role of gamification in education related to digital transformation. This paper explores the positive effects of gamification on preschool children's engagement, motivation, emotional, and social development, focusing on developing in children a close contact with the learning process through gamification. The use of game elements in a balanced way is said to make education more enjoyable and effective. Further, excessive gamification and digital inequalities are discussed, and recommendations are also given on how to make the implementations of gamification sustainable in education, including teacher training, activities that support intrinsic motivation, and increasing access to digital resources.

Zenodo (CERN European Organization for Nuclear Research)
Quality Education
Openalex Percentile: Top 40%
Health Literacy and Information Accessibility
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