Event held on gamification : The Tribune India

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Event held on gamification



Tribune News Service
Jalandhar, November 18

The AICTE ATAL sponsored online faculty development programme on gamification was inaugurated by Prof Lalit K Awasthi, director, Dr BR Ambedkar National Institute of Technology.

The programme is being organised by the department of electronics and communication engineering. Professor SK Sinha, Dean, research and consultancy; Dr Ramesh Kumar Sunkaria, head, department of electronics and communication engineering; and Prof Arun Khosla, FDP coordinator, were present in the inaugural function along with the participants who joined the event online.

Prof Awasthi briefed participants about the initiatives taken by the institute in the domain of gamification. Dr Ramesh Kumar Sunkaria presented the department profile and also various ongoing activities. FDP coordinator Prof Arun Khosla shared the details of the programme.

The keynote address was delivered by Dr Timothy Hew, University of Hong Kong. The title was ‘Introduction to Gamification: What makes it work?’. More than 100 participants have registered for this programme across India. Eminent persons and gamification experts would be conducting sessions.

What is gamification?

Gamification is a technique in which designers insert gameplay elements in non-gaming settings to enhance user engagement with a product or service. The increasingly popular trend of gamification has proved powerful in many areas such as education and marketing and has started making its way to the corporate environment. By weaving suitably fun features such as points, badges and leaderboards into an existing system, designers tap users’ intrinsic motivations, so they enjoy using it more. It can also be defined as a set of activities and processes to solve problems by using or applying the characteristics of game elements. Gamification commonly employs game design elements to improve user engagement, organisational productivity, learning, employee recruitment, exercise, voter engagement and more.

A collection of research on gamification shows that a majority of studies on gamification find it has positive effect on individuals. The gamification market size is growing fast with a projection to grow from USD 9.1 billion in 2020 to USD 30.7 billion by 2025, at a compound annual growth rate (CAGR) of 27.4 per cent, say experts.


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