Aim and Scope This paper aims at focusing on the concept of gamification in an online teaching context. The pivotal point here is the significance of gamification with reference to two softwares-Educandy and Educaplay and how these two softwares can be used mainly in structural gamification in online teaching, and later, in offline teaching. Therefore, this research paper is aimed at teachers who are yet to come to terms fully with online teaching and gamification. But, due to the COVID-19 pandemic, education had to change sides and opt for the online mode. In spite of standalone game-based activities and classroom techniques, gamification hasn't established itself as a fully developed sub-field of Applied Linguistics. However, its dissociation from education is largely due to the conventional teaching set up and the mindset of teachers and educationists that work and play may co-exist, but cannot integrate effectively in the field of education. Gaming has remained a perpetual source of delight and entertainment to young and old alike.
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