gamification
ga
ˌgÃĻ
gā
mi
mÉĒ
mi
fi
fÉĒ
fi
ca
ˈkeÉĒ
kei
tion
ʃən
shēn
/ɡˌamÉĒfÉĒkˈeÉĒʃən/

āχāĻ‚āϰ⧇āϜāĻŋāϤ⧇ "gamification"āĻāϰ āϏāĻ‚āĻœā§āĻžāĻž āĻ“ āĻ…āĻ°ā§āĻĨ

01

āϗ⧇āĻŽāĻŋāĻĢāĻŋāϕ⧇āĻļāύ, āϖ⧇āϞāĻžāϝāĻŧāĻŋāϤāĻ•āϰāĻŖ

the process of incorporating game-like elements and mechanics, such as points, rewards, leaderboards, challenges, and progress tracking, into non-game contexts
āωāĻĻāĻžāĻšāϰāĻŖ
Schools are starting to incorporate gamification into lessons to make learning more engaging for students.
āĻ¸ā§āϕ⧁āϞāϗ⧁āϞāĻŋ āĻļāĻŋāĻ•ā§āώāĻžāĻ°ā§āĻĨā§€āĻĻ⧇āϰ āϜāĻ¨ā§āϝ āĻļ⧇āĻ–āĻžāϕ⧇ āφāϰāĻ“ āφāĻ•āĻ°ā§āώāĻŖā§€āϝāĻŧ āĻ•āϰāϤ⧇ āĻĒāĻžāϠ⧇ āϗ⧇āĻŽāĻŋāĻĢāĻŋāϕ⧇āĻļāύ āĻ…āĻ¨ā§āϤāĻ°ā§āϭ⧁āĻ•ā§āϤ āĻ•āϰāĻž āĻļ⧁āϰ⧁ āĻ•āϰāϛ⧇āĨ¤
LanGeek
āĻ…ā§āϝāĻžāĻĒ āĻĄāĻžāωāύāϞ⧋āĻĄ āĻ•āϰ⧁āύ