Assessment for learning is becoming increasingly important. It plays a major role in how students learn, their motivation to learn and how teachers teach.
Clearly, the way that students learn is changing and it continues to do so. Schools are adopting new methods of discovery based, problem based and challenged based learning to engage learners and provide them with valuables 21st Century Skills.
Because of that, assessment procedures will have to support the next generation in acquiring the skills and values they will need to manage emerging global challenges, such as teamwork, problem-solving and the ability to manage their own learning. The challenge for assessment will be to reflect new emerging educational priorities.
So then, the emphasis has changed from assessing students purely to provide a tool to improve the whole learning experience.
Engagement with students has become one of the most challenging and controversial issues in education. With the advent of mobile devices students have even one more distraction to keep them from an education they might not understand they need.
Nowadays, many schools are moving towards educational applications to fully engage students through technology, such as Gamification.
The use of games in the classroom allow students to fail, overcome and persevere. In this way cognitive needs are met through problem-solving. Gamification can accentuate the user experience by introducing a level of interactivity and practice. No doubt, this is a great idea to introduce elements of fun into a lesson plan that will make learning easier for students.
According to Reuters, the video game industry, as a whole, raked in over $78 billion dollars in 2012. This analysis forecasts that 50% of companies involved in innovation and new product development will “gamify” those processes by 2015.
Gamification describes the broad trend of employing game mechanics to non-game environments such as training, social change, to achieve levels of engagement, change behaviours and stimulate innovations.