For those who aren’t aware, gamification combines both the fun of playing games and the value of learning in one. Top technology trends like this are said to stimulate student learning, but the question is how?
Let’s take the example of the free language-learning website, Duolingo. Beginners start with basic sentences from the web, while advanced users receive more complex clauses. As the user progresses through the game, the complexity of the sentences progress too; this format possesses similar characteristics to a game. So the answer to our question is: it makes learning fun. This alone justifies its progression within the educational technology sector.
This game is very useful to K2 learners as it can attract their attention and at the same time improve their literacy skills.