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Table of Contents
What are the most effective tips for Successful Learning Management System Implementation?
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  • An Coppens
  • Andrew Hughes
  • Anya Andrews, Ph.D., PMP
  • Austin L. Meredith
  • Bryan Austin
  • Dr. Panagiotis Zaharias
  • Introduction
  • James Bowen, Phd, PMP
  • John Carlos Lozano
  • Karl M. Kapp
  • Kirsty Chadwick
  • Marigo Raftopoulos
  • Marina Arshavskiy
  • Mario Herger
  • Michael Hugos
  • Michael Osborne
  • Natalie Denmeade
  • Roman Rackwitz
  • Ross Smith
  • Santhosh Kumar
  • Sharon Boller
  • Sherry Jones
  • T. Raven Meyers
  • Vicki Kunkel
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How Gamification Reshapes Learning
How Gamification Reshapes Learning
3 Previous Article
Photo of Anya Andrews, Ph. D., PMP
by Anya Andrews, Ph. D., PMP University of Central Florida, College of Medicine
5 Next Article
Photo of Bryan Austin
by Bryan Austin Degreed
Photo of Austin L. Meredith
by Austin L. Meredith
Digital Management Inc.
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4

What are the most effective uses of Gamification in Learning?

In our day and age where distance education participation is emerging, new methods of increasing learners' interests are in high demand. The recent development of gamification meets this need, and has captured the attention of not only learners, but also of institutions seeking to increase user participation and retention. Gamification is a trend expected to expand, especially in the use of teaching those with learning disabilities. I, myself, have Attention Deficit Disorder and along with other people experiencing the same issue have reacted positively to courses with gamification elements. Those of us who suffer from ADD or ADHD can get easily distracted from learning, because it can become a monotonous practice of regurgitating the information learned. By adding engaging elements to educational material, gamification significantly helps in capturing the attention of those that have a hard time focusing on learning in a normal setting. Not only is information retention increased, but adding these elements creates a positive association with learning, which is very difficult for those with attention disorders. I believe that in the next few years there will be a need for adding gamification elements to learning for those with various learning disabilities.