INTEGRATING GAMIFICATION INTO CURRICULUM DESIGN: ENHANCING ADOLESCENT STUDENTS' DECISION MAKING, PROBLEM SOLVING AND CRITICAL THINKING CAPACITIES

Authors

  • Shaikh Sara Nazneen Research Scholar

DOI:

https://doi.org/10.59415/mjacs.v2i3.202

Keywords:

Gamification, Decision Making, Problem Solving, Critical Thinking, Adolescent

Abstract

According to research, the new age student, Gen Z, differs from his or her predecessors, and educators must develop new age pedagogical interventions to cater to this set of learners. With the changing manner the new generation learns, the education system must be revamped to include tools that meet the learner's demands. Gamification is an effective learning technique for today's generations, who are accustomed to using digital media. Gamification may also help students build critical thinking, decision-making, and problem-solving abilities by immersing them in dynamic and immersive learning experiences. Thus, the current study attempts to find out if incorporating the usage of gamification might promote critical thinking, decision making, and problem solving capabilities in adolescents.

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References

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Published

2024-09-10

How to Cite

Shaikh Sara Nazneen. (2024). INTEGRATING GAMIFICATION INTO CURRICULUM DESIGN: ENHANCING ADOLESCENT STUDENTS’ DECISION MAKING, PROBLEM SOLVING AND CRITICAL THINKING CAPACITIES. MLAC Journal for Arts, Commerce and Sciences (m-JACS) ISSN: 2584-1920, 2(3), 7–12. https://doi.org/10.59415/mjacs.v2i3.202